Description

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

  • Importing Files
  • Editor crashes every time I try to import the Speed Tree demo, specifically when it is importing FBXScene
  • i was importing the free speed tree assets from speed tree
  • Imported the Free_SpeedTree_Samples_for_UE4.zip from [Link Removed] by unpacking it to my Content folder and opening the project. I ticked off all import options and hit import all.
  • The engine is crashing every time im trying to import speed tree assets
  • Importing Files

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       	}
Steps to Reproduce

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.

Callstack
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()

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Fixed
Fix Commit12065082
Main Commit12076025
Release Commit12065082
CreatedSep 19, 2017
ResolvedMar 9, 2020
UpdatedJul 30, 2020