What is "atomic reimport" and how can I stop it from triggering this sequence of events?

[2022.02.21-14.42.32:277][474]LogShaderCompilers: Display: Worker (1/9): shaders left to compile 3
[2022.02.21-14.42.32:277][474]LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘Low’ priority
[2022.02.21-14.42.32:277][474]LogShaderCompilers: Display: Worker (3/9): shaders left to compile 2
[2022.02.21-14.42.32:277][474]LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘Low’ priority
[2022.02.21-14.42.32:277][474]LogShaderCompilers: Display: Worker (8/9): shaders left to compile 1
[2022.02.21-14.42.32:277][474]LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘Low’ priority
[2022.02.21-14.43.25:638][474]LogEditorFactories: Performing atomic reimport of [C:/Users/------------.Fbx]
[2022.02.21-14.43.26:702][474]LogFbx: Loading FBX Scene from C:/Users/------------.Fbx
[2022.02.21-14.45.24:585][474]LogFbx: FBX Scene Loaded Succesfully
[2022.02.21-14.45.24:937][474]LogFbx: Warning: Not valid bind pose for Pose () - Node cc_base_tongue : The relative matrices do not match
[2022.02.21-14.45.24:938][474]LogFbx: Warning: Not valid bind pose for Pose () - Node cc_base_body : The relative matrices do not match
[2022.02.21-14.45.24:939][474]LogFbx: Warning: Not valid bind pose for Pose () - Node custom_eye : The relative matrices do not match
[2022.02.21-14.45.24:940][474]LogFbx: Warning: Not valid bind pose for Pose () - Node custom_teeth : The relative matrices do not match
[2022.02.21-14.45.24:941][474]LogFbx: Warning: Not valid bind pose for Pose () - Node flak_vest : The relative matrices do not match
[2022.02.21-14.45.24:942][474]LogFbx: Warning: Not valid bind pose for Pose () - Node vicar_pants : The relative matrices do not match
[2022.02.21-14.45.24:943][474]LogFbx: Warning: Not valid bind pose for Pose () - Node vicar_top : The relative matrices do not match
[2022.02.21-14.45.24:944][474]LogFbx: Warning: Not valid bind pose for Pose () - Node fibers7_420012_shape : The relative matrices do not match
[2022.02.21-14.45.24:946][474]LogFbx: Warning: Not valid bind pose for Pose () - Node vfh_beard_881856_shape : The relative matrices do not match
[2022.02.21-14.45.24:947][474]LogFbx: Warning: Not valid bind pose for Pose () - Node fibers193_6000_shape : The relative matrices do not match
[2022.02.21-14.45.24:948][474]LogFbx: Warning: Not valid bind pose for Pose () - Node fibers42_429488_shape : The relative matrices do not match
[2022.02.21-14.45.24:949][474]LogFbx: Warning: Not valid bind pose for Pose () - Node male_bushy : The relative matrices do not match
[2022.02.21-14.45.24:950][474]LogFbx: Warning: Not valid bind pose for Pose () - Node shoes_6860_shape : The relative matrices do not match
[2022.02.21-14.45.24:951][474]LogFbx: Warning: Not valid bind pose for Pose () - Node cc_base_tearline : The relative matrices do not match
[2022.02.21-14.45.24:952][474]LogFbx: Warning: Not valid bind pose for Pose () - Node cc_base_eyeocclusion : The relative matrices do not match
[2022.02.21-14.45.24:953][474]LogFbx: Warning: Not valid bind pose for Pose () - Node 0021_12hair_196077_shape : The relative matrices do not match
[2022.02.21-14.45.24:954][474]LogFbx: Warning: Not valid bind pose for Pose () - Node brille4_9816 : The relative matrices do not match
[2022.02.21-14.45.24:954][474]LogFbx: Warning: Getting valid bind pose failed. Try to recreate bind pose
[2022.02.21-14.45.24:963][474]LogFbx: Valid bind pose for Pose (FbxSDKBindPose) - cc_base_tongue
[2022.02.21-14.45.24:963][474]LogFbx: Warning: Recreating bind pose succeeded.
[2022.02.21-14.45.24:985][474]LogFbx: Triangulating skeletal mesh cc_base_tongue
[2022.02.21-14.45.25:056][474]LogFbx: Triangulating skeletal mesh custom_eye
[2022.02.21-14.45.25:089][474]LogFbx: Triangulating skeletal mesh custom_teeth
[2022.02.21-14.45.25:655][474]LogFbx: Triangulating skeletal mesh fibers193_6000_shape
[2022.02.21-14.45.26:606][474]LogFbx: Triangulating skeletal mesh male_bushy
[2022.02.21-14.45.26:703][474]LogFbx: Triangulating skeletal mesh shoes_6860_shape
[2022.02.21-14.45.26:951][474]LogFbx: Triangulating skeletal mesh cc_base_tearline
[2022.02.21-14.45.26:965][474]LogFbx: Triangulating skeletal mesh cc_base_eyeocclusion
[2022.02.21-14.45.27:148][474]LogFbx: Triangulating skeletal mesh brille4_9816
[2022.02.21-14.45.28:395][474]LogFbx: Warning: Bones digested - 114 Depth of hierarchy - 12
[2022.02.21-14.45.31:546][474]LogSkeletalMesh: Display: /Game/RLContent/NewFolder/igiveup.igiveup ComputeTangents MikkTSpace function: Compute a zero length normal vector.
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 0: Material=0, 592 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 1: Material=1, 8316 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 2: Material=2, 84 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 3: Material=3, 6480 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 4: Material=4, 1120 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 5: Material=5, 1200 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 6: Material=6, 128 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 7: Material=7, 432 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 8: Material=8, 128 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 9: Material=9, 192 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 10: Material=10, 496 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 11: Material=11, 2160 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 12: Material=12, 1218 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 13: Material=13, 62592 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 14: Material=14, 10427 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 15: Material=15, 1652 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 16: Material=16, 7552 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 17: Material=17, 7891 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 18: Material=18, 648 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 19: Material=19, 15158 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 20: Material=20, 31566 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 21: Material=21, 8778 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 22: Material=22, 11426 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 23: Material=23, 104937 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 24: Material=24, 121693 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 25: Material=25, 9497 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 26: Material=26, 12298 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 27: Material=27, 1178 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 28: Material=28, 204 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 29: Material=29, 1544 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 30: Material=30, 2252 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 31: Material=31, 892 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 32: Material=32, 1612 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 33: Material=33, 256 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 34: Material=34, 1544 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 35: Material=35, 2252 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 36: Material=36, 892 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 37: Material=37, 1612 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 38: Material=38, 256 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 39: Material=39, 136 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 40: Material=40, 136 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 41: Material=41, 144 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 42: Material=42, 144 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 43: Material=43, 127751 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 44: Material=44, 1952 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 45: Material=45, 5100 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 46: Material=46, 1040 triangles
[2022.02.21-14.45.55:070][474]LogSkeletalMesh: Section 47: Material=47, 11340 triangles
[2022.02.21-14.46.39:214][474]LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.

And then it crashes, probably because it’s computing rather than importing MikkTSpace/normals, as I’d done at the initial import. Anyone know what I’m talking about?