This is a common and longstanding SpeedTree import crash that has occurred since at least 4.14 for over 100 users.
This seems to be the same issue as a previous Jira from 4.10 which was closed without repro steps, [Link Removed].
User Descriptions
Source Context
2269 #endif
2270 {
2271 InName = MakeUniqueObjectName(InOuter, InClass);
2272 }
2273 }
2274 else
2275 {
2276 // See if object already exists.
2277 Obj = StaticFindObjectFastInternal( /*Class=*/ NULL, InOuter, InName, true );
2278
2279 // Temporary: If the object we found is of a different class, allow the object to be allocated.
2280 // This breaks new UObject assumptions and these need to be fixed.
2281 if (Obj && !Obj->GetClass()->IsChildOf(InClass))
2282 {
2283 ***** UE_LOG(LogUObjectGlobals, Fatal,
2284 TEXT("Objects have the same fully qualified name but different paths.\n")
2285 TEXT("\tNew Object: %s %s.%s\n")
2286 TEXT("\tExisting Object: %s"),
2287 *InClass->GetName(), InOuter ? *InOuter->GetPathName() : TEXT(""), *InName.ToString(),
2288 *Obj->GetFullName());
2289 }
2290 }
The real repro steps are currently unknown. It seems caused by importing free SpeedTree assets ([Link Removed])
That being said, we have a way to trigger the issue that is causing the crash that the users are experiencing.
1- Import the file SpeedTree_Test.srt found in the folder Engine/Content/NotForLicensees/QA/Import_Test_Assets/Partners/SpeedTree with the following settings.
[Image Removed]
2- Delete the asset SpeedTree_Test_Branches_2_Mat.
3- Rename the static mesh asset SpeedTree_Test to SpeedTree_Test_Branches_2_Mat.
4- Redo step 1.
Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2289] Objects have the same fully qualified name but different paths. New Object: StaticMesh /Game/Free_SpeedTree_Samples_for_UE4/Broadleaf_Desktop.Broadleaf_Desktop Existing Object: Texture2D /Game/Free_SpeedTree_Samples_for_UE4/Broadleaf_Desktop.Broadleaf_Desktop UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2284] UE4Editor_CoreUObject!StaticConstructObject_Internal() [uobjectglobals.cpp:3121] UE4Editor_SpeedTreeImporter!USpeedTreeImportFactory::FactoryCreateBinary() [speedtreeimportfactory.cpp:1115] UE4Editor_UnrealEd!UFactory::FactoryCreateBinary() [factory.h:290] UE4Editor_UnrealEd!UFactory::FactoryCreateFile() [factory.cpp:87] UE4Editor_UnrealEd!UFactory::ImportObject() [factory.cpp:170] UE4Editor_UnrealEd!AttemptImport() [contentdirectorymonitor.cpp:242] UE4Editor_UnrealEd!FContentDirectoryMonitor::ProcessAdditions() [contentdirectorymonitor.cpp:347] UE4Editor_UnrealEd!FAutoReimportManager::ProcessAdditions() [autoreimportmanager.cpp:701] UE4Editor_UnrealEd!<lambda_78d863d2bebb3c3d30f3b22c86bbda88>::operator() [autoreimportmanager.cpp:287] UE4Editor_UnrealEd!Invoke<<lambda_78d863d2bebb3c3d30f3b22c86bbda88> & __ptr64,DirectoryWatcher::FTimeLimit const & __ptr64>() [invoke.h:45] UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefCaller<<lambda_78d863d2bebb3c3d30f3b22c86bbda88>,TOptional<enum ECurrentState> __cdecl() [function.h:235] UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefBase<TFunction<TOptional<enum ECurrentState> __cdecl() [function.h:283] UE4Editor_UnrealEd!FStateMachine<enum ECurrentState>::Tick() [autoreimportmanager.cpp:70] UE4Editor_UnrealEd!FAutoReimportManager::Tick() [autoreimportmanager.cpp:879] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [tickableeditorobject.h:21] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1424] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:402] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3215] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-50033 in the post.