We recently upgrade to 5.7 from 5.5 and are having issues importing assets into the editor.
I tried FBX and OBJ and I am met with the same error upon attempting to import it. There is no pop up window and it just immediately says Import Done, however the logs says :
[2025.12.31-14.18.51:572][498]LogInterchangeImport: Imported (FBXSDK) of SM_ArrowPlane.fbx in [0 min 14.718 s]
[2025.12.31-14.18.51:572][498]LogInterchangeImport: MeshPayload (FBXSDK) of SM_ArrowPlane.fbx, [0 0 0], in [0 min 0.000 s]
[2025.12.31-14.18.51:591][498]LogInterchangeEngine: Error: [C:/Users/JonathanVazquez/Desktop/SM_ArrowPlane.fbx : '', Unknown] There was no data to import in the provided source data.
[2025.12.31-14.18.51:591][498]LogInterchangeEngine: Display: Import Done in 0.116201 seconds.
[2025.12.31-14.18.51:591][498]LogInterchangeEngine: [Pending] Importing - Operation Completed.
[2025.12.31-14.18.51:591][498]LogInterchangeEngine: [Success] Import Done
If I disable the Interchange Plugins, it imports fine with the Regular FBX Import Window. This seems like a bug, but im not sure if there is something special that needs to be done to import assets now. I included the asset in question attached.
With interchange enabled, attempt to import a basic Static Mesh from FBX or even just a basic texture. No Window will pop up and it will say there is no Data in the Source File.
I’ve been trying to reproduce the behavior you described, but so far I was unsuccessful. On my tests, importing FBX and OBJ files (including the file you provided) seems to work correctly, and the error “There was no data to import in the provided source data.” does not appear. Does the problem reproduce on a vanilla engine installation from the Epic Games Launcher with default Interchange settings?
You mentioned that there is no popup window. Do you mean the Import/Reimport dialog? If so, let’s do some basic checks just to make sure: in your Project Settings, under “Engine -- Interchange” and on both categories “Import Content” and “Import Into Level”, make sure that “Import Dialog Class” is set to “InterchangePipelineConfigurationGeneric”, and that the appropriate “Show [Re]Import Dialog” options are checked. Please also double-check other pipeline settings.
Diving a little deeper, the error message “There was no data to import in the provided source data.” appears when nothing was found to be imported in the file being processed. If you put a breakpoint in function UE::Interchange::FTaskParsing::Execute() from file [InterchangeTaskParsing.cpp],
WeakAsyncHelper->bCancel should be false
WeakAsyncHelper->SourceDatas should not be empty, and its internal “Filename” should be as expected
WeakAsyncHelper->BaseNodeContainers should not be empty, and its internal “Nodes” should contain objects related to the contents of the FBX file being imported (assuming the file you provided)
Execution should hit a breakpoint on line “FTaskData& NodeTaskData = SourceTaskDatas.AddDefaulted_GetRef();”
The display of the [Re]Import popup window comes earlier than that. Check function UInterchangeManager::ImportInternal() from file [InterchangeManager.cpp]. Execution should reach one of the calls to ->ScriptedShow*() methods. If it doesn’t and you are able to determine which condition is failing along the way, that could provide helpful information on the cause of the problem.
If you are not able to obtain more information on the problem, would it be possible for you to provide a minimal repro project where the import behaves as you described? That could also be very helpful for us to determine what might be happening.
I’m glad you were able to fix the settings and make it work again. It really is odd that the settings got lost like that, but I don’t have any info on what the cause might have been.
Feel free to ask if you need any further assistance!
Okay so I have set InterchangePipelineConfigurationGeneric and I get a dialog box now, however I still get no source data.
BaseNodeContainers does have data in it.
[Image Removed]Source Datas also has data in it.
[Image Removed]
The bit of code that adds SourceTaskDatas is is never hit SourceTaskDatas.AddDefaulted_GetRef(); which I guess does the actual import task.
In a vanilla UE5.7 (It does import!) I noticed that the import window has actual import details, while in my version of the editor it does not. Is there a setting that populates those? Im guessing my Interchange settings are just messed up for some reason.
Okay i copied all the settings from a vanilla UE5.7 into mine and now importing works! Not sure how this happened but all the settings were wrong. I can import stuff now! Feel free to close this. Thank you for the help!