So I’m trying to use Unreal to create Oculus Rift architectural environments. I use Skechup to assemble the models.
I then export fbx models and try to import them into Unreal.
Unfortunately It crashes almost every time. I have tried multiple obj as well with the same results.
I have sent several crash reports. Any solution?
Hi Mikiwoodie,
Are you using 4.6? If so, there is known issue with generating lightmaps when you import that will cause a crash. This has been fixed with the recent 4.7 preview version of the editor and will be fixed when the final 4.7 version is released later next month.
Can you try disabling the import option “Generate Lightmap UV” when you import and see if this prevents the crash from happening? If it’s still crashing can you try using FBX export from Sketchup instead of OBJ?
Let me know.
Tim
I have tried 4.5.1 4.6.1 and 4.7.0 preview 1-4. Unfortunately all behave the same way. I have noticed that the crash happens when the shaders are compiled. I have tried to uninstall and re-install software but no luck.
Looks like my initial description was lacking portion of the question. I have tried fbx AND obj.
I will be hones - I would expect that the import feature is going to be rock solid. I can import those same file into 3dsmax, blender, unity, lumion without any problems. Am I just using it wrong? I see awesome stuff done with Unreal. I don’t want to just give up.
MachineId:D30E0A9444755449CB8067917BB8521A
EpicAccountId:1e2735ec94d84c19a9cd6404c24da687
We apologize for the inconvenience.
Please send this crash report to help improve our software.
There are differences between the import process for UE4 than there are 3Ds Max or other programs.
When importing into UE4 there are a number of calculations going on that will take longer for the import process depending on the complexity of the model and things that need to be optimized for the editor to use the asset.
-
If you triangulate your mesh with the FBX option when you export from Sketchup or whatever modeling program this will increase the speed of the import so that it doesn’t have to be calculated by UE4.
-
If you’re using the combine meshes functionality the editor was saving after each pieces was imported and combined, and depending on the number of pieces this can greatly increase the amount of time it takes to import a mesh.
There have been some improvements in that regard as of late and any mesh over 50k tri count will by disabling the index buffer optimization.
Speaking with engineers about this issue previously, there are optimizations that will being coming in future version of the editor, and there are other algorithms that could be used for importing in the editor as well, but these would need to be fully tested before they could ever be implemented.
As for the crash, I’d like to not have you give up just because of this either, and I’m happy to help figure out what’s going on.
Couple of things:
- Since it does seem to crash with the shader compile, if you disable the option to import textures and create materials when you import, does this allow the mesh to import without crashing?
- Would you be willing to share a copy of the asset for my testing purposes with this issue? If you are, you can post a link here to download or send me a link via the forums in a private message here: https://forums.unrealengine.com/private.php?do=newpm&u=4894
I’d like to point out that importing single meshes with “File/Assets/Import” is the wrong way. You simply drag them into the folder down in your Content Browser. “File/Assets/import” is for more complex stuff.