FBX SDK 2016.1 problem/bug in 4.10/4.11/4.12Preview

Ok, Tim, I got something for you!!
I attached a 3dsMax 2016 file with a test asset that can reproducibly create the fbx error.
I also attached a zipped image with my FBX-Settings and the import settings in launcher Version 4.11.

I tried ResetXForm and resetting the normals using EditNormals modifier and well, the thing that fixes the export is when I just center the pivot point. But you can try for yourself :slight_smile: I also have cases where this does not work and I can’t get the asset to import! I hope you get the export crash in UE with this file :slight_smile:

Also, what is quite a problem in the first place: Imagine I import the asset successfully and then overwrite the asset. Pressing reimport, the editor popup tells me that reimport was successful but the output log says:
“LogFbx:Warning: Warning No FBX mesh found when reimport Unreal mesh ‘blubfdg’. The FBX file is crashed.
LogEditorFactories:Warning: – import failed”

So actually the import failed but the editor told me something else. This is a problem in general and not directly related to my asset and should be fixed because I guess this is the wrong code path for fbx reimport failure.

Concerning the creation of this asset, I have a suspicion what the problem is. Some of my assets are run through “IPackThat”, a stand-alone UV packing program that uses FBX as its exchange format and I reimport my UV-packed assets by deleting the old ones so there seems to be something wrong in the transforms or something.

But this is just information for you and it should (re-)import correctly into the engine anyway.

I hope this helps you reproduce this problem.