# FMOD crash UE 5.5 FMOD ver 2.03.10

**URL:** https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682
**Category:** Unreal Engine
**Tags:** ue5
**Created:** [November 19, 2025, 8:51pm UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682 "2025-11-19T20:51:27Z")
**Posts on this page:** 7
**Page:** 1

<div class="post-metadata">

### Author: ![RobMPostal](https://avatars.discourse-cdn.com/v4/letter/r/58956e/32.png) [@RobMPostal](https://qa.fmod.com/u/RobMPostal)
#### Post date: [November 19, 2025, 8:51pm UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/1 "2025-11-19T20:51:27Z")

</div>

Seems to happen randomly we are unsure why this happens when we are in PIE

LoginId:775ef1134910126b3a4bc9b4c7b36828  
EpicAccountId:47288e8496e2475db98c2c72501261f9

Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x0000000000000370

UnrealEditor\_FMODStudio!UFMODAudioComponent::Stop() [W:\RWS\ANGEL\_RWS\Angel\Plugins\FMODStudio\Source\FMODStudio\Private\FMODAudioComponent.cpp:1026]  
UnrealEditor\_Angel!UAngelFMODAudioComponent::EndPlay() [E:\RWS\Angel\Source\Angel\Private\Framework\Audio\AngelFMODAudioComponent.cpp:400]  
UnrealEditor\_Engine!AActor::EndPlay() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3232]  
UnrealEditor\_Engine!AActor::RouteEndPlay() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3176]  
UnrealEditor\_Engine!ULevel::RouteActorEndPlayForRemoveFromWorld() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:3894]  
UnrealEditor\_Engine!UWorld::RemoveFromWorld() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4063]  
UnrealEditor\_Engine!ULevelStreaming::UpdateStreamingState() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:1103]  
UnrealEditor\_Engine!UWorld::UpdateLevelStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4903]  
UnrealEditor\_Engine!UGameViewportClient::Draw() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameViewportClient.cpp:1800]  
UnrealEditor\_Engine!FViewport::Draw() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealClient.cpp:1816]  
UnrealEditor\_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2420]  
UnrealEditor\_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:533]  
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5625]  
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]  
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]  
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]  
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]  
UnrealEditor!\_\_scrt\_common\_main\_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe\_common.inl:288]  
kernel32  
ntdll

---

<div class="post-metadata">

### Author: ![RobMPostal](https://avatars.discourse-cdn.com/v4/letter/r/58956e/32.png) [@RobMPostal](https://qa.fmod.com/u/RobMPostal)
#### Post date: [November 23, 2025, 7:01pm UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/2 "2025-11-23T19:01:44Z")

</div>

Sorry I meant UE 5.6. We just upgraded to them

---

<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [November 25, 2025, 3:15am UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/3 "2025-11-25T03:15:07Z")

</div>

I believe this is fixed in 2.03.11, are you able to test that version?

---

<div class="post-metadata">

### Author: ![RobMPostal](https://avatars.discourse-cdn.com/v4/letter/r/58956e/32.png) [@RobMPostal](https://qa.fmod.com/u/RobMPostal)
#### Post date: [November 27, 2025, 5:44am UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/4 "2025-11-27T05:44:17Z")

</div>

Hey Cameron we can try.

We just want to make sure that there is nothing else funky on 03.11. And this issue was addressed. If you have have seen any body else message about any problems with 11. I currently can’t find anything. We are looking to lock in on a version, and the past two updates that have happened have had issues. One with the callbacker.cpp and now this one. We just don’t want to get another issue.

Thank you!

-Rob

---

<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [November 27, 2025, 6:09am UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/5 "2025-11-27T06:09:55Z")

</div>

I don’t believe there is anything else, which we are aware of, at this point.

---

<div class="post-metadata">

### Author: ![RobMPostal](https://avatars.discourse-cdn.com/v4/letter/r/58956e/32.png) [@RobMPostal](https://qa.fmod.com/u/RobMPostal)
#### Post date: [December 10, 2025, 10:25pm UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/6 "2025-12-10T22:25:52Z")

</div>

Hey Cameron; we updated to 11 and unfortunately some of us are still getting that crash. NOt as often but still getting it.

LoginId:775ef1134910126b3a4bc9b4c7b36828  
EpicAccountId:47288e8496e2475db98c2c72501261f9

Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x0000000000000370

UnrealEditor\_FMODStudio!UFMODAudioComponent::Stop() [C:\Users\gamef\wkspaces\ANGEL\_RWS\Angel\Plugins\FMODStudio\Source\FMODStudio\Private\FMODAudioComponent.cpp:865]  
UnrealEditor\_Angel!UAngelFMODAudioComponent::EndPlay() [F:\ANGEL\_RWS\Angel\Source\Angel\Private\Framework\Audio\AngelFMODAudioComponent.cpp:400]  
UnrealEditor\_Engine!AActor::EndPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3232]  
UnrealEditor\_Engine!AActor::RouteEndPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3176]  
UnrealEditor\_Engine!ULevel::RouteActorEndPlayForRemoveFromWorld() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:3894]  
UnrealEditor\_Engine!UWorld::RemoveFromWorld() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4063]  
UnrealEditor\_Engine!ULevelStreaming::UpdateStreamingState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:1103]  
UnrealEditor\_Engine!UWorld::UpdateLevelStreaming() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4903]  
UnrealEditor\_Engine!UGameViewportClient::Draw() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameViewportClient.cpp:1800]  
UnrealEditor\_Engine!FViewport::Draw() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealClient.cpp:1816]  
UnrealEditor\_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2420]  
UnrealEditor\_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:533]  
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5625]  
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]  
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]  
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]  
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]  
UnrealEditor!\_\_scrt\_common\_main\_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe\_common.inl:288]  
kernel32  
ntdll

any suggestions for our coders?

---

<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [December 12, 2025, 4:37am UTC](https://qa.fmod.com/t/fmod-crash-ue-5-5-fmod-ver-2-03-10/23682/7 "2025-12-12T04:37:41Z")

</div>

I’ve been trying to reproduce the issue on my end to help debug it but I have not had any luck so far.

From the callstack it looks like this occurs when you start Play-In-Editor and it’s calling `UpdateLevelStreaming` which is removing Actors that contain an `FMODAudioComponent`, which then calls `EndPlay`on it.

Can you double check that the Stop function looks like this:

```cpp
void UFMODAudioComponent::Stop()
{
    UE_LOG(LogFMOD, Verbose, TEXT("UFMODAudioComponent %p Stop"), this);
    if (StudioInstance && StudioInstance->isValid())
    {
        StudioInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT);
    }

    wasOccluded = false;
}

```

You could even break point the if check, but this should be enough to avoid exceptions. The only other thing I think it could be, is the `isValid()`check calls into the FMODStudio System which may be destroyed or not created yet (but then I’m not sure how the Instance is valid).
