Fmod crashing engine when stopping PIE session


#1

Happened to me after switching to 4.21.1 using the latest fmod engine plugin.
I just need to play an event once and the editor crashes when stopping the PIE session
I did not have this issue on 4.20

LoginId:6de1ec9c4525eac1d22c41add2c0adbc
EpicAccountId:a64e1baacce2492fb4c6903b26f3022c

Access violation - code c0000005 (first/second chance not available)

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UE4Editor_FMODStudio!FFMODStudioModule::DestroyStudioSystem() [f:\jk\workspace\1.10_ue4.21_win64\integrations\ue4\temp\fmodstudio\hostproject\plugins\fmodstudio\source\fmodstudio\private\fmodstudiomodule.cpp:768]
UE4Editor_FMODStudioEditor!FFMODStudioEditorModule::EndPIE() [f:\jk\workspace\1.10_ue4.21_win64\integrations\ue4\temp\fmodstudio\hostproject\plugins\fmodstudio\source\fmodstudioeditor\private\fmodstudioeditormodule.cpp:890]
UE4Editor_FMODStudioEditor!TBaseRawMethodDelegateInstance<0,FFMODStudioEditorModule,void __cdecl(bool)>::ExecuteIfSafe() [c:\data\ue4\unreal engine\4.21\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:518]
UE4Editor_UnrealEd!TBaseMulticastDelegate<void,bool const >::Broadcast() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:974]
UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:269]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1992]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3699]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

#2

What version of FMOD are you using?


#3

The latest engine plugin (1.10.10).
Also the events just get played in c++ like we used to do with the UE4 audio engine; we do not store the FFMODEventInstance which gets returned.


#4

I will have to investigate this further, if you are able to send us the full logs that may help.