Problem with FBX import with texture and when I import the texture without any problem can be the texture is a problem or file FBX see picture thank you in advance for your response

MachineId:C497A093403EA34230BC119DEDFEA84F
EpicAccountId:b5250f3e9aac4a97bc6e813fed08b206

Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2259]
Objects have the same fully qualified name but different paths.
New Object: SkeletalMesh /Game/FirstPersonBP/monstre001.monstre001
Existing Object: Material /Game/FirstPersonBP/monstre001.monstre001

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_CoreUObject!StaticAllocateObject() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2254]
UE4Editor_CoreUObject!StaticConstructObject_Internal() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3141]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportSkeletalMesh() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\fbx\fbxskeletalmeshimport.cpp:1284]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateBinary() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:390]
UE4Editor_UnrealEd!UFactory::FactoryCreateFile() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\factories\factory.cpp:72]
UE4Editor_UnrealEd!UFactory::ImportObject() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\factories\factory.cpp:143]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\build++ue4+release-4.13+compile\sync\engine\source\developer\assettools\private\assettools.cpp:971]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\build++ue4+release-4.13+compile\sync\engine\source\developer\assettools\private\assettools.cpp:571]
UE4Editor_ContentBrowser!SContentBrowser::ImportAsset() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:781]
UE4Editor_ContentBrowser!SContentBrowser::HandleImportClicked() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:772]
UE4Editor_ContentBrowser!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_ContentBrowser!TTupleImpl >::ApplyAfter >() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:115]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4901]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4890]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5348]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5328]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1584]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hi Jogame,

This seems like a very specific crash with your file that I’m not able to reproduce on my end.

Can you please provide a test FBX and Source file that reproduces the issue? Can you also make sure to include your log from your project folder > Saved > Logs from when the crash occurred?

Thank you!

Tim

hello I just realized that I did not see renowned as the texture image for the moment his works
Another question if I may say so,
How polygon character can hold 30000 , 50000 , 80000 or more
Thank you for your reply

As far as poly count goes that’s up to your quality needs, hardware considerations for the target platform, and size limitations of the software. Some software like MayaLT doesn’t allow export of more than 65000 polygons for a single FBX.

Looking at your wireframe for your character there is a lot of extra polygons that could be removed to get the character down to 10000-15000 polygons and still retain the same detail, which would be better for performance.