Hello my name is Andre and im trying to build a sand box for a car application,but when i try to import the roads props,my unreal 4 crashes and i cant import any thing at all.i try in all of them but they all crash.
If it is a small couple of assets and you don’t mind sharing them, you can share the .fbx files with me here on the AnswerHub, and I can test them on my end.
Also, could you provide me with your dxdiag since you think it could be associated with your PC?
yep no problem.
it is an fbx file but i cant upload it via attachment,it says the file type is not valid.and the text message from unreal i cant also upload here.
Do this for me. Create a new folder on your desktop. Name it FBXtest. Take the .fbx files you would like me to test and copy them into this folder. Right-click the folder and choose the “Send to - Compressed (zipped) Folder” option.
Then take that folder and upload it here using the attachment option. If you are still unable to upload, then you can private message me on the Forums and send the files to me that way.
So I opened each .fbx file in 3ds Max and noticed a couple of things that attribute to the crashing. After making some adjustments, I was able to successfully import all of your meshes, except for one. This mesh must be what is giving you an issue because all of the other pieces managed to import fine aside from the one shown in the image.
Firstly, all of your meshes are really small and need to be scaled up significantly. If you are working in Max or Maya the units of conversion are centimeters, and you road pieces were not even as large as the grid. Small meshes like these can sometimes cause issues when importing.
Secondly, you needed to center your meshes in world space so when you import them, they are not super offset from the point of origin. And finally, which this is usually an extra step but is suggested prior to export. You should try and subdivide your meshes so the engine does not triangulate them itself. Sometimes it will triangulate your meshes in ways you do not want which can give undesirable effects.
I was able to import all of your meshes at the same time in 4.5.1 without hitch, but in 4.6, I was able to import them all fine individually aside from the one right curving mesh.
The suggestion on the documentation says it is usually best to triangulate your mesh before importing it into the engine. This helps to reduce import times if you are importing a lot of meshes at once since engine does not need to calculate and triangulate the mesh.
I was able to triangulate your meshes in 3ds Max using the subdivide modifier. I am not sure of the equivalent modifier in Maya, but I am certain it cannot be too different.