Using PlayEventAtLocation from UObject that doesn’t have proper world context crashes the game - also blueprint function doesn’t not ask to have one as required so it should work. It’s casued by this piece of code in FMODBlueprintStatics.cpp
UWorld *ThisWorld = GEngine->GetWorldFromContextObjectChecked(WorldContextObject); if (FMODUtils::IsWorldAudible(ThisWorld, false) && IsValid(Event))
IsWorldAudible() returns true when provided world is nullptr ( so it works correctly ), but GetWorldFromContextObjectChecked() has a check() function that crashes the game if it’s nullptr. GetWorldFromContextObject() should be used instead ( checkless version ).