UE 5.5 project crashes on second launch

So we had this issue after upgrading our project to UE 5.5, where our project crashes on the second launch, after FMOD assets have been build inside FMOD folder. And we get this errors:


[2024.12.14-13.21.31:052][  1]LogUObjectLinker: Error: Detaching from existing linker /Game/FMOD/Events/Projectiles/Grenade/GrenadeExplosion while object MetaData None.PackageMetaData needs loading (Standalone | NeedLoad | NeedPostLoad | NeedPostLoadSubobjects | WasLoaded). Setting linker to nullptr. See log for more information.
[[2024.12.14-13.21.31:628][  1]]LogStreaming: Error: AsyncRoot still associated with Linker
Array index out of bounds: 0 into an array of size 0.

It dissapears when we delete the folders inside FMOD folder, and launch the project again. Then everything is back to normal, until after we try to re-launch our project again. Can this be related to FMOD version (5.4) incompatibility with UE 5.5?

1 Like

We have an official version for UE5.5 on our downloads page now, can you try that an see if it fixes your issue?

We just upgraded from UE5.4 to UE5.5.3 in our project and are using FMOD version 2.03.06 now, but this issue is still there unfortunately.

The symptoms are the same as @Sevada described.

Could you please have a look into this?
We can work around the issue for now, but we would really appreciate a bug fix.

Please let me know if I can provide you with any additional info that might help you.

Here’s my log output (renamed project paths and event names due to NDA)

Display      LogStreaming              FlushAsyncLoading(669): 1 QueuedPackages, 523 AsyncPackages
Error        LogUObjectLinker          Detaching from existing linker /Game/FMOD/Events/OBJECTS/SFX_EVENT_IN_SUBFOLDER while object FMODEvent None.SFX_EVENT_NAME needs loading (Public | Standalone | NeedLoad | NeedPostLoad | NeedPostLoadSubobjects | WasLoaded). Setting linker to nullptr. See log for more information.
Log          LogStats                  FPlatformStackWalk::StackWalkAndDump -  0.278 s
Display      LogOutputDevice           === FDebug::DumpStackTrace(): ===
Display      LogOutputDevice           [Callstack] 0x00007fff008c7845 UnrealEditor-CoreUObject.dll!UObject::SetLinker() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp:129]
Display      LogOutputDevice           [Callstack] 0x00007fff005f5e20 UnrealEditor-CoreUObject.dll!FLinkerLoad::DetachExports() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:6023]
Display      LogOutputDevice           [Callstack] 0x00007fff005f4801 UnrealEditor-CoreUObject.dll!FLinkerLoad::Detach() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:6044]
Display      LogOutputDevice           [Callstack] 0x00007fff006ffb92 UnrealEditor-CoreUObject.dll!UPackage::FinishDestroy() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\Package.cpp:370]
Display      LogOutputDevice           [Callstack] 0x00007fff0066ca0b UnrealEditor-CoreUObject.dll!UObject::ConditionalFinishDestroy() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1247]
Display      LogOutputDevice           [Callstack] 0x00007fff00890670 UnrealEditor-CoreUObject.dll!StaticAllocateObject() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3586]
Display      LogOutputDevice           [Callstack] 0x00007fff00891f10 UnrealEditor-CoreUObject.dll!StaticConstructObject_Internal() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4527]
Display      LogOutputDevice           [Callstack] 0x00007fff008479c0 UnrealEditor-CoreUObject.dll!CreatePackage() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1100]
Display      LogOutputDevice           [Callstack] 0x000001e301598dec UnrealEditor-FMODStudioEditor.dll!FFMODAssetBuilder::CreateAsset() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:536]
Display      LogOutputDevice           [Callstack] 0x000001e301595dd6 UnrealEditor-FMODStudioEditor.dll!FFMODAssetBuilder::BuildAssets() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:147]
Display      LogOutputDevice           [Callstack] 0x000001e30159a482 UnrealEditor-FMODStudioEditor.dll!FFMODAssetBuilder::ProcessBanks() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:51]
Display      LogOutputDevice           [Callstack] 0x000001e3015d2d52 UnrealEditor-FMODStudioEditor.dll!FFMODStudioEditorModule::ReloadBanks() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp:1242]
Display      LogOutputDevice           [Callstack] 0x000001e3015d0bd8 UnrealEditor-FMODStudioEditor.dll!FFMODStudioEditorModule::ProcessBanks() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp:388]
Display      LogOutputDevice           [Callstack] 0x000001e3015cc5cd UnrealEditor-FMODStudioEditor.dll!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultTSDelegateUserPolicy,`FFMODStudioEditorModule::OnPostEngineInit'::`36'::<lambda_1> >::ExecuteIfSafe() [PROJECT_FOLDER\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:872]
Display      LogOutputDevice           [Callstack] 0x00007fff027c5343 UnrealEditor-AssetRegistry.dll!TMulticastDelegate<void __cdecl(void),FDefaultTSDelegateUserPolicy>::Broadcast() [PROJECT_FOLDER\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1079]
Display      LogOutputDevice           [Callstack] 0x00007fff027c6c85 UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::Broadcast() [PROJECT_FOLDER\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:9285]
Display      LogOutputDevice           [Callstack] 0x00007fff028202dd UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::Tick() [PROJECT_FOLDER\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:4751]
Display      LogOutputDevice           [Callstack] 0x00007ffef10398c2 UnrealEditor-UnrealEd.dll!UEditorEngine::Tick() [PROJECT_FOLDER\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1900]
Display      LogOutputDevice           [Callstack] 0x00007ffef1ccbbc6 UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick() [PROJECT_FOLDER\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:550]
Display      LogOutputDevice           [Callstack] 0x00007ff6471f6ce7 UnrealEditor.exe!FEngineLoop::Tick() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5877]
Display      LogOutputDevice           [Callstack] 0x00007ff6472157ac UnrealEditor.exe!GuardedMain() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
Display      LogOutputDevice           [Callstack] 0x00007ff647219175 UnrealEditor.exe!LaunchWindowsStartup() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:266]
Display      LogOutputDevice           [Callstack] 0x00007ff64722bd04 UnrealEditor.exe!WinMain() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
Display      LogOutputDevice           [Callstack] 0x00007ff64722f0ba UnrealEditor.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
Display      LogOutputDevice           [Callstack] 0x00007fff90037374 KERNEL32.DLL!UnknownFunction []
Display      LogOutputDevice           [Callstack] 0x00007fff90a9cc91 ntdll.dll!UnknownFunction []
Error        LogUObjectLinker          Detaching from existing linker /Game/FMOD/Events/OBJECTS/SFX_EVENT_IN_SUBFOLDER while object MetaData None.PackageMetaData needs loading (Standalone | NeedLoad | NeedPostLoad | NeedPostLoadSubobjects | WasLoaded). Setting linker to nullptr. See log for more information.
Log          LogStats                  FPlatformStackWalk::StackWalkAndDump -  0.006 s
Display      LogOutputDevice           === FDebug::DumpStackTrace(): ===
Display      LogOutputDevice           [Callstack] 0x00007fff008c7845 UnrealEditor-CoreUObject.dll!UObject::SetLinker() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp:129]
Display      LogOutputDevice           [Callstack] 0x00007fff005f5e20 UnrealEditor-CoreUObject.dll!FLinkerLoad::DetachExports() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:6023]
Display      LogOutputDevice           [Callstack] 0x00007fff005f4801 UnrealEditor-CoreUObject.dll!FLinkerLoad::Detach() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:6044]
Display      LogOutputDevice           [Callstack] 0x00007fff006ffb92 UnrealEditor-CoreUObject.dll!UPackage::FinishDestroy() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\Package.cpp:370]
Display      LogOutputDevice           [Callstack] 0x00007fff0066ca0b UnrealEditor-CoreUObject.dll!UObject::ConditionalFinishDestroy() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1247]
Display      LogOutputDevice           [Callstack] 0x00007fff00890670 UnrealEditor-CoreUObject.dll!StaticAllocateObject() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3586]
Display      LogOutputDevice           [Callstack] 0x00007fff00891f10 UnrealEditor-CoreUObject.dll!StaticConstructObject_Internal() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4527]
Display      LogOutputDevice           [Callstack] 0x00007fff008479c0 UnrealEditor-CoreUObject.dll!CreatePackage() [PROJECT_FOLDER\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1100]
Display      LogOutputDevice           [Callstack] 0x000001e301598dec UnrealEditor-FMODStudioEditor.dll!FFMODAssetBuilder::CreateAsset() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:536]
Display      LogOutputDevice           [Callstack] 0x000001e301595dd6 UnrealEditor-FMODStudioEditor.dll!FFMODAssetBuilder::BuildAssets() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:147]
Display      LogOutputDevice           [Callstack] 0x000001e30159a482 UnrealEditor-FMODStudioEditor.dll!FFMODAssetBuilder::ProcessBanks() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:51]
Display      LogOutputDevice           [Callstack] 0x000001e3015d2d52 UnrealEditor-FMODStudioEditor.dll!FFMODStudioEditorModule::ReloadBanks() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp:1242]
Display      LogOutputDevice           [Callstack] 0x000001e3015d0bd8 UnrealEditor-FMODStudioEditor.dll!FFMODStudioEditorModule::ProcessBanks() [PROJECT_FOLDER\Ghost\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp:388]
Display      LogOutputDevice           [Callstack] 0x000001e3015cc5cd UnrealEditor-FMODStudioEditor.dll!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultTSDelegateUserPolicy,`FFMODStudioEditorModule::OnPostEngineInit'::`36'::<lambda_1> >::ExecuteIfSafe() [PROJECT_FOLDER\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:872]
Display      LogOutputDevice           [Callstack] 0x00007fff027c5343 UnrealEditor-AssetRegistry.dll!TMulticastDelegate<void __cdecl(void),FDefaultTSDelegateUserPolicy>::Broadcast() [PROJECT_FOLDER\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1079]
Display      LogOutputDevice           [Callstack] 0x00007fff027c6c85 UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::Broadcast() [PROJECT_FOLDER\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:9285]
Display      LogOutputDevice           [Callstack] 0x00007fff028202dd UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::Tick() [PROJECT_FOLDER\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:4751]
Display      LogOutputDevice           [Callstack] 0x00007ffef10398c2 UnrealEditor-UnrealEd.dll!UEditorEngine::Tick() [PROJECT_FOLDER\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1900]
Display      LogOutputDevice           [Callstack] 0x00007ffef1ccbbc6 UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick() [PROJECT_FOLDER\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:550]
Display      LogOutputDevice           [Callstack] 0x00007ff6471f6ce7 UnrealEditor.exe!FEngineLoop::Tick() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5877]
Display      LogOutputDevice           [Callstack] 0x00007ff6472157ac UnrealEditor.exe!GuardedMain() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
Display      LogOutputDevice           [Callstack] 0x00007ff647219175 UnrealEditor.exe!LaunchWindowsStartup() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:266]
Display      LogOutputDevice           [Callstack] 0x00007ff64722bd04 UnrealEditor.exe!WinMain() [PROJECT_FOLDER\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
Display      LogOutputDevice           [Callstack] 0x00007ff64722f0ba UnrealEditor.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
Display      LogOutputDevice           [Callstack] 0x00007fff90037374 KERNEL32.DLL!UnknownFunction []
Display      LogOutputDevice           [Callstack] 0x00007fff90a9cc91 ntdll.dll!UnknownFunction []
Error        LogStreaming              AsyncRoot still associated with Linker
1 Like

Experiencing the same thing. Using UE 5.5 and FMOD 2.02.26

@Ravenlord Having the same issue you are with my project. How are you working around this? The editor is crashing on every start up for me.

@Sidera after lots of unsuccessful tries I tried commenting out the initial call to FFMODStudioEditorModule::ProcessBanks (actually the whole lambda registration to AssetRegistry.Get().OnFilesLoaded()) in FFMODStudioEditorModule::OnPostEngineInit.
This will work around the crash, but you won’t have any asset information loaded (e.g. in Event uassets) and preview sounds in the editor won’t work, but at least nothing crashes (sound in PIE still works though).
We then added a button to SFMODEventEditorPanel to be able to manually trigger it in a rather user-friendly way. You can also just go to Project Settings and uncheck/check Project Settings → Plugins → FMODStudio → Load all banks to do it.

It’s a messy workaround, but it does the trick for us until we get a proper fix.

If anyone is able to reproduce this issue in a small project that they are able to share, I would greatly appreciate it as I have been unable to reproduce this myself so far.

@Ravenlord @Sidera @mjohnson3484
Could I get some more information about your projects:

  1. Are you using the retail engine (from the Epic Launcher) or the source engine?

    • Which specific version/changelist?
  2. Has your project upgraded/migrated from a different UE version?

  3. Are you using source control?

    • Which source control?
    • Are you using the in-editor source control integration.
    • Are the generated assets added to source control?
  4. Which version of the FMOD integration are you using?

    • Have you upgraded from another major version at any point?
  5. Which version of FMOD Studio are you using?

  6. Can you share any logs/callstacks/crashdumps?

I have been able to find quite a few reports of this in the Unreal forums, but all coming from different origins and all with different solutions.
Getting more information and trying to reproduce this is the first steps.


Sorry, I don’t have a test project I can share at this time, but I can tell you some settings/circumstances, which seem to be connected to this crash.

  • Have any map available with a couple of objects in it.
  • Set the editor to load the last opened map on startup.
  • Make sure to have exported banks and generated assets on disk.
  • It might take a couple of editor startups for the crash to happen, but then it crashes consistently.

Now to your questions:

  1. We are using the source engine in version 5.5.3 (don’t know the CL).
  2. We have recently upgraded from 5.4.
  3. Our project is using perforce/Helix. In-Editor source control is enabled and the generated assets are added to the depot (our sound engineers submit them every time they export banks).
  4. FMOD version 2.03.06 (for 5.5 of course), but the crash also happened in 2.02.22 (for UE5.4) after updating the engine version to 5.5.
  5. Our sound engineers use FMOD Studio 2.03.06 to match our in-game version.
  6. I shared the callstack in my initial post. It’s always the same.

The Unreal forum posts you linked seem to be completely unrelated I’m afraid. If you look at the callstack in my previous post, it’s very clear the crash is happening in the FMODStudioEditorModule::ProcessBanks (and further down the line in FFMODAssetBuilder).
My current working theory is the following: The call to ProcessBanks is registered in a lambda to AssetRegistry.Get().OnFilesLoaded(). The internals of how/when this event is fired changed from UE5.4 to UE5.5 however, so whatever ProcessBanks tries to do internally might not be safe or guaranteed at this point anymore.
When manually calling ProcessBanks at a later point in time in the editor will not produce the crash, which supports this theory.

Thanks for looking into this. I hope this information helps.

1 Like

I don’t have a smaller project to share unfortunately. Behavior and logs still consistent with my original post here.

  1. Retail 5.5.1
  2. Yes, upgraded from 5.2
  3. Yes
  • Perforce / P4V
  • Using in editor source control integration
  • Generated assets are added to source control
  1. Using (2.02.26) Patch 1 | UE5.5 integration
  2. Using FMOD Studio version 2.02.26
  3. UE Crash report in linked post