UE4.24 - Impossible to import FBX rigged meshes from Maya 2020.

Hi guys, i already found other people complaining about this issue while working with blender, but i have this issue with Maya 2020 too, bassicaly i follow my regular process, i select rigg and meshes binded to that rigg, the export in FBX, the file is less than 2mb, and still, UE 4.24 crashes, no issue with non rigged meshes, but if rigged, UE stays in “Importing mesh 100%” for about half hour, then crashes,

No idea what to do…

To be honest, the editor crashes on a few Epic Made assets when you try to re-import the FBX they provide. So its hard to tell you anything helpful.

Try to make sure the version of FBX you export is correct. And that the import also matches that version.

Test small with a box and a single bone for rig.
​​​find the log location and review the log - it will tell you what was being processed during/before the crash.

Make sure your asset has assigned materials. That also crashes the editor.

Usually it’s good idea to use older fbx exporter version.

Thanks, i was only able to import 4 times out of 20…LOL, but even after import, issues still happening, and now:

Mesh imports perfect, but joints (bones) kind of merge with each mesh piece…super weird, i already tried with FBX 2018, 2019 and 2020

This is a flying vehicle with multiple parts, about 30, i created the joint chain, each joint is connected (no scale compensate) but i already tested with it enable, then, i bind it and correct weights, select joints and meshes, export as FBX; In UE i simply click import inside a folder, check “skeletal mesh”, “import uniform scale to 3” i already tested to 1, select “import normals and tangents” and click import.

The vehicle appears perfect, but if i open mesh “skeleton” there is not any joint (bone), only each mesh piece… as if they were bones… and if i try to rotate, they rotate from the center of the whole mesh, so, they dont even rotate from each mesh center and if i clik a mesh, in side details it say: Bone name: cube2, like reading mesh parts as bones… LOL this is crazy!.. this never happened before, ever, even if i test, importing that same FBX inside Maya or C4D, mesh and bones import in perfect condition… the problem is in UE…

Ok guys, solved, and this was my workaround after 30 attemps to import, and 2 days…LOL:

First, in Maya 2020 i used FBX 2018, in the outliner, created a main group, then 1 group for joints, another for geometry; each joint had bind unchecked in their details, no scale compensate and my mesh and joints had to be rescaled to a hudge, monstrous scale inside Maya, its so big, that even Maya viewport had to be edited, the only way… to import to UE in a normal size, even do Maya is already set to centimeters; to export, i selected everything, click export, and in the export settings, check “animation” even do… there is not any animation at all, so, uncheck bake animation (without animation checked, weights don´t work and UE reads meshes as bones…weird), all this, just to import a correct rigged mesh… i did more things before export, but regular settings, nothing out of context.

In UE 4.24, since it was still crashing, i found out the problem was, because of the engine compiling materials forever while import, (I usde “ProcexP64” to discover this issue) wich is weird, because this rigged mesh has no textures, just default material asignations (I work textures in another software); to avoid this constant crashes, in UE import window. i had to turn OFF, any import option for materials, and UE imported my mesh in a second.

No idea why it is so tricky to import rigged meshes in UE 4.24… i already imported tons of rigged meshes, for previous versions without having to be ultra carefull, but untill now, i only imported non rigged meshes to UE 4.24, the last one was for UE 4.23.

BTW, i never use Maya´s option to export meshes for UE, because this “system” always gives me issues.

also if you hjad converted older stuff ther eis a cut off time for old fbx versions too
this case jsut sounds like a new version of maya has not made its fbx way to unreal…

just for oddness sake import your fbx to blender then reexport it
as an fbx curious how that works cause via blender ive never had any issues ill import and export.

Hmm, that’s weird, I have been using “Send to Unreal” without any problems. I only select the root of my joint hierarchy, plus the geometry (multiple skinned meshes sometimes), then make sure Include Children is checked under the FBX export settings. Animation checked and Bake Animation unchecked, plus everything under Deformed Models checked (Skins and Blend Shapes). This is using FBX 2020 Binary format.

On the UE4 side I always Do Not Import materials and don’t have it create a Physics Asset.

Ohhh noo, this pain is back…

Now i canot impor rigged meshes, because UE canot find bind pose 0… and it took me 1 week to rigg this mesh…

Maybe try to delete the existing bindposes in Maya and set a new one. To set a new bindposes you can select the skeleton root joint and execute the MEL command “dagPose -bp -save”