Description

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

Steps to Reproduce
  1. Download the attached json and fbx files
  2. Create a batch file with the following:
    $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)

Callstack
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

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

0
Login to Vote

Fixed
Fix Commit3357033
Main Commit3379345
CreatedFeb 23, 2017
ResolvedMar 21, 2017
UpdatedApr 27, 2018