Crash using Import Commandlet on FBX that gets "Bones are too small" error when imported manually
Error from manual import:
Warning The bone size is too small to create Physics Asset 'ButterflyValve_0_PhysicsAsset' from Skeletal Mesh 'ButterflyValve_0'. You will have to create physics asset manually.
Error message:
Fatal error: [Link Removed] [Line: 553]
Attempted to create a package with name containing double slashes. PackageName: /Game/Test_ImportCommandlet//ButterflyValve_0
Most recent user affected CL: 3249277
Logs: Attached
$UE4EDITOR-CMD.EXE_FILEPATH $UE_PROJECTFILE -run=ImportAssets -AllowCommandletRendering -source=$FBX_FILEPATH -dest=Test_ImportCommandlet\ -importsettings=$SETTINGS_JSONFILE -replaceexisting
3) Attempt to run the batch file
Result: Crash
Expected: Imports successfully, just without the Physics Asset (like it does when importing manually)
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_CoreUObject!CreatePackage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:556] UE4Editor_AssetTools!FAssetTools::ImportAssetsInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\assettools\private\assettools.cpp:1227] UE4Editor_AssetTools!FAssetTools::ImportAssetsAutomated() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\assettools\private\assettools.cpp:578] UE4Editor_UnrealEd!UImportAssetsCommandlet::ImportAndSave() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\commandlets\importassetscommandlet.cpp:178] UE4Editor_UnrealEd!UImportAssetsCommandlet::Main() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\commandlets\importassetscommandlet.cpp:337] UE4Editor_Cmd!FEngineLoop::PreInit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1843] UE4Editor_Cmd!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:113] UE4Editor_Cmd!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor_Cmd!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor_Cmd!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
I am not able to find world outliner how to enable it?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Hey, why do i get this when i snap two similar meshes together?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Editor - Content Pipeline - Import and Export |
---|---|
Affects Versions | 4.14.3, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3357033 |
---|---|
Main Commit | 3379345 |
Created | Feb 23, 2017 |
---|---|
Resolved | Mar 21, 2017 |
Updated | Apr 27, 2018 |