Importing FBXs - Causes Crashes in UE 5.7.1

Hi

Fairly new to Unreal, but like to think I am learning fairly quickly. (Have to as a Client’s project depends on it :woozy_face: )

Anyway, I have been finding that when I import FBX files, while they seem to import OK initially, they cause UE5.7.1 to crash.

I have watched a number of videos on importing FBX files, but no success in stopping the crash. When I delete the imported FBX from the Content Library, all returns to normal.

These are very simple objects. I am using UE5 for Architectural Visualisation, and so imports might be along the lines of a Toaster for example. I am either downloading the FBX from FAB or the Blender File, (using Blender version 4.3) and then Exporting the FBX from their.

I have been importing them as Static Meshes, and have tried disabling Material and Texture import, all to no avail.

However, if I import the FBX as a Skeletal Mesh, so far, touch wood, it works ok, and no crashes.

My understanding is that Static Meshes are better for objects which require no deformation, but it seems at this point I am having to use Skeletal Meshes.

Would be greatly appreciated if anyone could shed any light on this.

One thing I did notice is that if I import the FBX into version 5.6, I do not seem to experience the issue.

Kind regards

Mike

I haven’t had this issue… maybe a problem with specific files you’re using. If you look at the crash log sometime it gives a clue. You COULD import them as skel mesh, then convert back over to static mesh (in the skel mesh viewer, “Make Static Mesh” button at the top). Skeletal meshes are significantly heavier on cpu so static is definitely advised.

Hi @Countsie

Just tried again using an FBX from Humano3d, and setting it to Static Mesh in the options that appear before confirming the import.

Seems to import ok, then as I’m navigating the scene, a minute or so later it crashes and produces this;

Assertion failed: Scene->RayTracingScene.GetCachedInstanceGeometry(RayTracingInstanceIndexMain) == CachedRayTracingGeometry->GetRHI() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp] [Line: 395]

UnrealEditor_Core
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Finding this very frustrating as all the videos I have watched show how to import FBXs. This is making me wonder if EU5 is worth it as this is costing me time.

Mike

I think………. I just may think I’ve solved it.

For the import options for the FBX, I disabled the Nanite option.

Fingers crossed so far…… :smiley:

Mike

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Depending on your use case, turning off nanite should be fine… assuming your polygon count is not out of control. If you’re doing renders or walk-thrus you’re likely good not using nanite unless you need lots of high-res geometry.

It sounds like a bug, regardless, as it shouldn’t crash on imported geometry. If you have a specific model that crashes the engine you can submit a bug report:

https://www.unrealengine.com/en-US/support/report-a-bug

Might help others that run into this and eventually get it fixed in release.

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