Hi there! I’ve experienced a number of crashes in UE the other day. The crashes seem to have been caused by FMOD, so I’d like to ask if any of the error messages below are familiar to anyone here and how you would deal with them.
Setup: Unreal Engine 4.11.2, FMOD Studio 1.08.03, Windows 10 64bit.
Situation: In the level blueprint, three trigger volumes have an OnActorBeginOverlap node, connected to a DoOnce node which in turn triggers a Play Event 2D node.
The event to be triggered was rather plain, containing one audio track in which a multi sound module holds one WAV file (a ±3 minute piece of music). A loop region keeps the cursor on the multi sound module. No parameters were added to this event.
The idea was simple: if the player moves through any of the trigger volumes, the music starts playing. However, whenever I ran through any of the volumes in the editor, UE would crash immediately. It would freeze and Windows would prompt me to shut down UE.
Various crashes later left me with the following list of errors provided by the debugger:
Unhandled exception at 0x00007FFCFDC16516 (fmodL64.dll) in UE4Editor.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x000000C61B5D3FE8).
Unhandled exception at 0x00007FFCFDC16516 (fmodL64.dll) in UE4Editor.exe: 0xC0000005: Access violation writing location 0x000000C61B5D0FE8.
Unhandled exception at 0x00007FFCFF6263E4 (fmodL64.dll) in UE4Editor.exe: 0xC0000005: Access violation writing location 0x00000054ACAD0FF0.
Unhandled exception at 0x00007FFCFF8863E9 (fmodL64.dll) in UE4Editor.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x000000EA97483FF8).
Unhandled exception at 0x00007FFCFF8863E9 (fmodL64.dll) in UE4Editor.exe: 0xC0000005: Access violation writing location 0x000000EA97480FF8.
UE would not crash if I stopped the event from triggering by breaking the link between OnActorBeginOverlap and DoOnce (and the subsequent Play Event 2D). UE would crash if I had the event triggered by something else happening in the game. So, based on that and the error messages above, I hypothesized the FMOD event itself was somehow causing the crashes. Since I’m not at all a savvy debugger, I managed to prevent the crashes from happening only by making a new event with the same functionality and having that new event trigger from the OnActorBeginOverlap events. So I’ve changed nothing in Unreal except for the event that’s to be played by the Play Event 2D node. That seemed to work: there have been no more crashes ever since.
I’ve been very satisfied with FMOD Studio ever since I started using it well over a year ago, and I’ve never had this happen before. Do the error messages mean anything that can help understand why the event seemed to crash UE?
I’ll be glad to provide any additional information.