For me exporting from the Max file you provided, which is all I used aside from the initial asset as a test to see the crash on reimport thing. When I export from the Max file in Max 2016 it works as intended. I was able to import without any issue with a created FBX. I’ll re-test this on Monday when I’m in the office, but the only thing beyond that I could see was the asset was taken straight from IPackThat, which is why I used the initial asset provided as well. I imported that into Max 2016 and re-exported to FBX, which would import as intended.
Again, I’ll retest this on Monday to be sure. I’ll test with FBX2016, 2014/15, and 2013 SDK to make sure I didn’t miss anything. Beyond that I can submit a ticket with the broken asset and Max file, but if it’s not reproducible it may not go very far or directly be an issue with UE4. It would be up to the assigned engineer to decide how to proceed.
I certainly wasn’t trying to push the issue off, but without it reproducing the issue on my end some assumptions had to be made that were not clear before based on the results I had.