# UE4.7 Crashes after building Banks in FMOD Studio

**URL:** <https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851>\
**Category:** Unreal Engine\
**Created:** [March 11, 2015, 11:11pm UTC](https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851 "2015-03-11T23:11:02Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![atgoldberg](https://avatars.discourse-cdn.com/v4/letter/a/73ab20/32.png) [@atgoldberg](https://qa.fmod.com/u/atgoldberg)\
**Post date:** [March 11, 2015, 11:11pm UTC](https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851/1 "2015-03-11T23:11:02Z")

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I’m running through the FMOD Tutorial for Unreal4 (using UE4.7.2) but when I build the Master Bank, the Unreal Editor crashes. If I tried to re-open the project, Unreal crashes at about 70%. If I delete the bank files, I am able to open the project again, but rebuilding the banks will cause Unreal to crash.

Machine Specs:  
Windows 8.1 i7 16GB Ram, Nvidia 970

MachineId:4919A63840BACDA0D345ECB79C84F926  
EpicAccountId:ea9a50f437dd44c9b72febf7f8047336

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

UE4Editor\_FMODStudio!FFMODAssetTable::AddAsset() + 3755 bytes [c:\source\ue4\ue4-releases\4.7\engine\plugins\fmodstudio\source\fmodstudio\private\fmodassettable.cpp:202]  
UE4Editor\_FMODStudio!FFMODAssetTable::Refresh() + 1677 bytes [c:\source\ue4\ue4-releases\4.7\engine\plugins\fmodstudio\source\fmodstudio\private\fmodassettable.cpp:104]  
UE4Editor\_FMODStudio!FFMODStudioModule::RefreshSettings() + 27 bytes [c:\source\ue4\ue4-releases\4.7\engine\plugins\fmodstudio\source\fmodstudio\private\fmodstudiomodule.cpp:374]  
UE4Editor\_FMODStudio!FFMODStudioModule::StartupModule() + 228 bytes [c:\source\ue4\ue4-releases\4.7\engine\plugins\fmodstudio\source\fmodstudio\private\fmodstudiomodule.cpp:211]  
UE4Editor\_Core!FModuleManager::LoadModuleWithFailureReason() + 2426 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\core\private\modules\modulemanager.cpp:371]  
UE4Editor\_Projects!FModuleDescriptor::LoadModulesForPhase() + 784 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\moduledescriptor.cpp:350]  
UE4Editor\_Projects!FPluginManager::LoadModulesForEnabledPlugins() + 753 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\pluginmanager.cpp:424]  
UE4Editor!FEngineLoop::LoadStartupModules() + 483 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1856]  
UE4Editor!FEngineLoop::PreInit() + 11141 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1400]  
UE4Editor!GuardedMain() + 251 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:110]  
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]  
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]  
UE4Editor!\_\_tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

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<div class="post-metadata">

**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [March 13, 2015, 4:41am UTC](https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851/2 "2015-03-13T04:41:36Z")

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Unfortunately there was a last minute change to FMOD Studio in 1.5.13 that causes problems with the UE4 integration. We’re going to roll out a fix for the integration next week. As a workaround, you can export banks from FMOD Studio 1.5.12 which should work fine.

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<div class="post-metadata">

**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [March 17, 2015, 3:50am UTC](https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851/3 "2015-03-17T03:50:17Z")

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> [@](#):
>
> Unfortunately there was a last minute change to FMOD Studio in 1.5.13 that causes problems with the UE4 integration. We’re going to roll out a fix for the integration next week. As a workaround, you can export banks from FMOD Studio 1.5.12 which should work fine.

This should now be fixed in the latest release.

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<div class="post-metadata">

**Author:** ![altf2o](https://avatars.discourse-cdn.com/v4/letter/a/9dc877/32.png) [@altf2o](https://qa.fmod.com/u/altf2o)\
**Post date:** [March 13, 2015, 7:27am UTC](https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851/4 "2015-03-13T07:27:15Z")

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Thanks for the answer Geoff! I also encountered this, even though loading the completed example project worked just fine. I went back and installed 1.5.12 and can confirm it did indeed work both for a completely new test project, and also on the FMOD “start” project, where 1.5.13 had failed.

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**Author:** ![BShipes](https://avatars.discourse-cdn.com/v4/letter/b/d2c977/32.png) [@BShipes](https://qa.fmod.com/u/BShipes)\
**Post date:** [March 13, 2015, 5:44pm UTC](https://qa.fmod.com/t/ue4-7-crashes-after-building-banks-in-fmod-studio/11851/5 "2015-03-13T17:44:06Z")

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Wonderful. I was having the same issue, I’ll try rolling back to 1.5.12
