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Let me know and I’ll look into this further. Use the arrow keys to change the order of objects. Click the active objects (in the current group) to select them. This is fine, but often times these will need to be adjusted to be “game-ready.” Then you can select and edit inner objects/voxels. I know you mentioned getting meshes from online resources. That being said, if you have a set of repro steps for creating a mesh and getting the crash I’d be happy to look at that and see if I can help. Being able to use the same steps and recreate the crash with any variation of mesh makes it much easier to look and see where the root of the problem may be coming from. If it’s just a single mesh it may be something that is corrupted or wrong with that particular mesh. It’s much easier for a developer to fix an issue if there is a solid repro that can happen with things other than a single mesh. I’m certainly not trying to dismiss any crashes as “fix the source material” especially if a repro can be found. If the crash is still occurring with this unchecked there is something that can be looked into and see if I can get repro on my end. If you’re able to import after unchecking this import option then this is a known issue. This bug is high on the queue, but a fix has not been checked in as of yet.
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The way to avoid this was to uncheck the option to generate them on import (at the very top area) so that they are not generated and causing the crash. There were two reported issues related to auto-generated Lightmap UVs that would cause a crash. I’ve not had any experience with Unity or CryEngine with how they import or any errors they may throw (assuming you were referring to one of those available engines ).Ī lot of the crashes I have seen users report since the release of 4.5 have been related to the new method of auto-generated Lightmaps UVs during the import process. Thanks for looking into won’t argue that the editor should not crash on imports as that can be rather frustrating. It would be great if UE4 could do the same rather than the go-to answer being “fix the source material”. I think the point is though, the whole editor shouldn’t just crash when it gets a bad import… can’t the importer run in a background thread and catch exceptions and give meaningful error messages rather than just hanging/crashing the editor? That seems like a bug to me.Īs I said these same models do import in other engines… A certain well known $1500 engine for example seems to be able to deal with all sorts of errors in the imported data and make sensible decisions to get the asset up and running, without crashing, spewing out errors or having all the materials missing. The worst problems also seem to happen on huge models which are a bit ridiculously big. In fairness I think the models are “broken” to an extent - they’re ones I’ve downloaded from various sources and converted, so they’ve probably got dodgy UVs, missing textures etc. There seem to be a lot of threads about this here but they just get closed down without a solution.
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I’ve always struggled to get UE4 to open models which import fine in other engines. I also frequently get crashes when importing models.