Importing metahuman crashes editor

Hello, whenever I try to import a metahuman from Bridge the editor crashes and I get the following error message:

Assertion failed: Pair != nullptr [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 656]

UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Anyone know a fix?

Hey @TapiirSnout!

There seems to be a major issue with something not being hooked up or erroring out on your map. Could you try:

  • To delete your Intermediate and Saved folders from your project.
  • Checking to see whether or not you have any unused/unlinked variables in any blueprint
  • Verifying your UE5 install by clicking the dropdown arrow on your engine version in your library.

EpicGamesLauncher_S4gB8t48eE

Also, before your next attempt, please add Editor Symbols for Debugging to your project via the installation options. Afterwards share the log that generates on the next crash.

EpicGamesLauncher_om29ZMxvUk

EpicGamesLauncher_AKkDqZkR9J

Any additional specifics or information you can provide could go a long way in helping solve your problem!

Thanks for the reply.

I did the above mentioned steps and the editor still crashes with the following error message:

Assertion failed: Pair != nullptr [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 656]

UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd!FTickableEditorObject::TickObjects() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Public\TickableEditorObject.h:45]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1536]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I don’t know if it’s related but trying to open any metahuman blueprint in the editor also leads to crash. In that case the error message is:

Assertion failed: Module [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 388] MeshBoneReduction

UnrealEditor_Core!FModuleManager::LoadModuleChecked() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:388]
UnrealEditor_MeshUtilities!FMeshUtilities::RemoveBonesFromMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:5151]
UnrealEditor_MeshBuilder!FSkeletalMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:192]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildSkeletalMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:72]
UnrealEditor_Engine!FSkeletalMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp:541]
UnrealEditor_Engine!USkeletalMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:4614]
UnrealEditor_Engine!USkeletalMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3523]
UnrealEditor_Engine!FAsyncTask::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:303]
UnrealEditor_Engine!FAsyncTask::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:328]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!<lambda_925f6c2453012060ddab4eb171196a20>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:333]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<void __cdecl(bool),48>::TTaskDelegateImpl<<lambda_925f6c2453012060ddab4eb171196a20>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:426]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:280]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:320]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_776551d1e343b6cb7eaf0e5521c77c81>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:549]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]

I am having the same issue. Did you solve it? How?

No, I haven’t.

I am getting the same issue.

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: 0 from an array of size 0

UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

I had the same issue. Here is a workaround for that:

  • Go to WIndow > Quixel Bridge

  • Then go to:

local > metahumans (I´m assuming here that the Metahuman is already downloaded.)

  • Select the metahuman you want to import. Click on the dots underneath the picture of your metahuman

  • Click on Go to Files (your explorer will open)

  • Open up your content browser and search for the metahuman folder
  • right click the folder and select “Show in Explorer”

  • close Unreal Editor
  • Go to explorer
  • Move ALL the files from the directory of the metahuman that you want to import into the metahuman directory.
  • while you copy the data there will be prompt! The destination has X files with the same names
  • select skip these files
  • Open up Unreal Engine again.

Your Metahuman should now be imported.
Hope this helps :slight_smile:

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