Unreal crashes when exporting static mesh, everytime

I’ve always used Unreal to export a static mesh imported from Datasmith when I need to modify the UV’s. Now every time I go at it (right click in content browser Asset Actions > Export) Unreal crashes with the following:

LoginId:867274364dd06b40d0f5e1984d707420
EpicAccountId:b9d9fa47fa8e4bd88a1736b51a2a18fc

Assertion failed: Exporter->FormatExtension.IsValidIndex(Exporter->PreferredFormatIndex) [File:D:\build++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp] [Line: 2407]

UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Looks like a setting for the exporter is wrong?
Tried exporting a mesh which was not imported via Datasmith and getting the same result, crash everytime

Yes it seems that you have one of the Exporter that is not set up properly.
I see you build from source, did you try to put a break point on the 2407 line and find out which of the exporters is failing?
And why is it failing: does FormatExtension array is empty or PreferredFormatIndex is wrong: too big or negative?

Great questions! I’m just a lighting artist, gaaahhh!

I’ll try jumping into the code and see if I can isolate the issue.

Thanks, and I’ll report what I find