Unreal is crashing on opening Rigged mesh from maya2016, why?

just like the question sayd , unreal is chrashong and i dont know why

Generating report for minidump

Application version 4.10.1
… built from changelist 2791327

OS version 10.0.0.10240
Running 8 x64 processors
Exception was “Access violation - code c0000005 (first/second chance not available)”

UnrealEd!ApplyUnroll() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:244]
UE4Editor_UnrealEd!ApplyUnroll() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::MergeAllLayerAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:263]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ValidateAnimStack() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:638]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportAnimations() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:506]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::SetupAnimationDataFromMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\fbx\fbxskeletalmeshimport.cpp:1517]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateBinary() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:406]
UE4Editor_UnrealEd!UFactory::StaticImportObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\factories\factory.cpp:312]
UE4Editor_UnrealEd!AttemptImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\autoreimport\contentdirectorymonitor.cpp:156]
UE4Editor_UnrealEd!FContentDirectoryMonitor::ProcessAdditions() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\autoreimport\contentdirectorymonitor.cpp:235]
UE4Editor_UnrealEd!FAutoReimportManager::ProcessAdditions() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:465]
UE4Editor_UnrealEd!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:247]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefCaller<,TOptional cdecl(DirectoryWatcher::FTimeLimit const & ptr64)>::Call() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\templates\function.h:180]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefBase cdecl(DirectoryWatcher::FTimeLimit const & ptr64)>::operator()() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\templates\function.h:217]
UE4Editor_UnrealEd!FStateMachine::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:50]
UE4Editor_UnrealEd!FAutoReimportManager::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:666]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1116]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Current version of UE4 is still using older FBX SDK. If you have the newest version of Maya (2016, SP1/SP2) it will default to using FBX 2016. To import into UE4 4.10, set Maya to export as FBX 2015/2014:

Note that setting the ‘FBX Version’ in the Game Exporter dialog might not actually make it use the correct version. You may have to open Advanced Settings and set it there.