Description

Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached image of my file path consistently crashes on my machine.

Tested with:
Crash: 4.13.2 Binary CL-3172292
Crash: 4.14.1 Binary CL-3224400
Crash: 4.15 Dev-Rendering CL-3231252

Steps to Reproduce

1. Create a Project and in the folder setup a Source Assets folder for meshes to auto import
2. In the Editor Preferences set a file path for these assets. (I've included an image of one that crashes for me since I couldn't get it to do it for any I tried)
3. Add some FBXs, images, etc to the folder to be imported.
4. If it doesn't crash immediately, edit the files and save them so they auto reimport.

Results: The Editor will crash with some file paths used.
4.

Callstack

LoginId:7d8a1a304be9658328c158a3d14cc774
EpicAccountId:7c6293d6bf1940c0bc89e1494c5ba9d7

Fatal error: [Link Removed] [Line: 381]
LongPackageNameToFilename failed to convert '_MyGasmeFiles_Textures_MyOtherTextures/BuildSettings'. Path does not map to any roots.

UE4Editor_Core!FDebug::AssertFailed() [d:\builds\releases\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_CoreUObject!FPackageName::LongPackageNameToFilename() [d:\builds\releases\engine\source\runtime\coreuobject\private\misc\packagename.cpp:381]
UE4Editor_Engine!UAssetImportData::SanitizeImportFilename() [d:\builds\releases\engine\source\runtime\engine\private\editorframework\assetimportdata.cpp:171]
UE4Editor_Engine!UAssetImportData::Update() [d:\builds\releases\engine\source\runtime\engine\private\editorframework\assetimportdata.cpp:117]
UE4Editor_UnrealEd!UTextureFactory::FactoryCreateBinary() [d:\builds\releases\engine\source\editor\unrealed\private\factories\editorfactories.cpp:3670]
UE4Editor_UnrealEd!UFactory::FactoryCreateBinary() [d:\builds\releases\engine\source\editor\unrealed\classes\factories\factory.h:290]
UE4Editor_UnrealEd!UFactory::FactoryCreateFile() [d:\builds\releases\engine\source\editor\unrealed\private\factories\factory.cpp:87]
UE4Editor_UnrealEd!UFactory::ImportObject() [d:\builds\releases\engine\source\editor\unrealed\private\factories\factory.cpp:162]
UE4Editor_UnrealEd!AttemptImport() [d:\builds\releases\engine\source\editor\unrealed\private\autoreimport\contentdirectorymonitor.cpp:241]
UE4Editor_UnrealEd!FContentDirectoryMonitor::ProcessAdditions() [d:\builds\releases\engine\source\editor\unrealed\private\autoreimport\contentdirectorymonitor.cpp:333]
UE4Editor_UnrealEd!FAutoReimportManager::ProcessAdditions() [d:\builds\releases\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:701]
UE4Editor_UnrealEd!<lambda_3c8ad6c4846d88b3766e68b5ba52f2b3>::operator()() [d:\builds\releases\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:287]
UE4Editor_UnrealEd!Invoke<<lambda_3c8ad6c4846d88b3766e68b5ba52f2b3> & __ptr64,DirectoryWatcher::FTimeLimit const & __ptr64>() [d:\builds\releases\engine\source\runtime\core\public\templates\invoke.h:45]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefCaller<<lambda_3c8ad6c4846d88b3766e68b5ba52f2b3>,TOptional<enum ECurrentState> __cdecl(DirectoryWatcher::FTimeLimit const & __ptr64)>::Call() [d:\builds\releases\engine\source\runtime\core\public\templates\function.h:235]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefBase<TFunction<TOptional<enum ECurrentState> __cdecl(DirectoryWatcher::FTimeLimit const & __ptr64)>,TOptional<enum ECurrentState> __cdecl(DirectoryWatcher::FTimeLimit const & __ptr64)>::operator()() [d:\builds\releases\engine\source\runtime\core\public\templates\function.h:283]
UE4Editor_UnrealEd!FStateMachine<enum ECurrentState>::Tick() [d:\builds\releases\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:70]
UE4Editor_UnrealEd!FAutoReimportManager::Tick() [d:\builds\releases\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:879]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\builds\releases\engine\source\editor\unrealed\public\tickableeditorobject.h:21]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\releases\engine\source\editor\unrealed\private\editorengine.cpp:1397]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\releases\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\builds\releases\engine\source\runtime\launch\private\launchengineloop.cpp:3016]
UE4Editor!GuardedMain() [d:\builds\releases\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\builds\releases\engine\source\runtime\launch\private\windows\launchwindows.cpp:130]
UE4Editor!WinMain() [d:\builds\releases\engine\source\runtime\launch\private\windows\launchwindows.cpp:206]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

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Fixed
Fix Commit3246252
Main Commit3279775
CreatedDec 14, 2016
ResolvedJan 4, 2017
UpdatedApr 27, 2018