UE4.8.0/4.8.1 plugin causes editor to crash


The latest 4.8 plugin is causing the editor to crash as soon as it tries to import any fmod files.

The log file is not very informative and I’ve not built the plugin from source, so it’s hard for me to provide any additional debug details.

I also tried setting up an empty project in UE4 and adding a simple fmod event but the UE editor crashes as soon as the plugin detects and tries importing any new files that are generated by fmodstudio.

[2015.06.27-13.01.07:384][ 0]LogFMODOculus: StartupModule
[2015.06.27-13.01.07:411][ 0]LogFMOD: FFMODStudioModule startup
[2015.06.27-13.01.07:411][ 0]LogFMOD: Lib path = ‘…/…/…/Engine/Plugins/FMODStudio/Binaries’
[2015.06.27-13.01.07:411][ 0]LogFMOD: FFMODStudioModule::LoadDll: Loading …/…/…/Engine/Plugins/FMODStudio/Binaries/Win64/fmodL64.dll
[2015.06.27-13.01.07:412][ 0]LogFMOD: FFMODStudioModule::LoadDll: Loading …/…/…/Engine/Plugins/FMODStudio/Binaries/Win64/fmodstudioL64.dll
[2015.06.27-13.01.07:414][ 0]LogFMOD: Loading strings bank: …/…/…/…/…/Users/M/Documents/Unreal Projects/FMODProj/Content/FMOD/Mobile/Master Bank.strings.bank
[2015.06.27-13.01.07:564][ 0]LogFMOD:Warning: Failed to load strings bank: …/…/…/…/…/Users/M/Documents/Unreal Projects/FMODProj/Content/FMOD/Mobile/Master Bank.strings.bank
[2015.06.27-13.01.08:021][ 0]LogFMOD: FFMODStudioEditorModule startup
[2015.06.27-13.01.40:760][317]LogFMOD: File has changed: …/…/…/…/…/Users/M/Documents/Unreal Projects/FMODProj/Content/FMOD/Mobile/Master Bank.strings.bank
[2015.06.27-13.01.40:760][317]LogFMOD: Loading strings bank: …/…/…/…/…/Users/M/Documents/Unreal Projects/FMODProj/Content/FMOD/Mobile/Master Bank.strings.bank
[2015.06.27-13.01.40:826][317]LogFMOD: Skipping asset: bus:/
[2015.06.27-13.01.40:826][317]LogFMOD: Skipping asset: bank:/Master Bank.strings
[2015.06.27-13.01.40:826][317]LogFMOD: Constructing asset: /Content/FMOD/Events/test
[2015.06.27-13.01.40:826][317]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)

Nothing interesting there, but I did look in the Windows Event Viewer and found this:

Faulting application name: UE4Editor.exe, version:, time stamp: 0x55754624 Faulting module name: APEX_DestructiblePROFILE_x64.dll, version:, time stamp: 0x55536b49 Exception code: 0xc0000005 Fault offset: 0x000000000003ee45 Faulting process id: 0x2908 Faulting application start time: 0x01d0b0d951f4b5d7 Faulting application path: C:\UDK4\4.8\Engine\Binaries\Win64\UE4Editor.exe Faulting module path: C:\UDK4\4.8\Engine\Binaries\ThirdParty\PhysX\APEX-1.3\Win64\VS2013\APEX_DestructiblePROFILE_x64.dll Report Id: a7cc30f7-1ccc-11e5-8c48-5404a60a5a2c

What’s weird is that the APEX dll seems to fault exactly when the FMOD plugin is importing data and at no other point in time. I have no idea how the fmod plugin is causing the APEX dll to crash.

I’ll be posting this in the Unreal forums and will update this thread if I find anything.

I haven’t seen that before. I just retested on a Windows 7 PC, with UE4 4.8.1 and FMOD Studio 1.05.06, and I couldn’t reproduce any crash. Could you try the following steps and see what happens on your machine:

  • UE4: Create a new first person blueprint project
  • UE4: In the settings menu, set “Mobile” in FMOD Studio->Force Platform Name
  • UE4: In the settings menu, add “FMOD” to the Packaging->Additional Non-Asset Directories to Package
  • Studio: Load example project
  • Studio: Add mobile platform to all banks, change compression type to Vorbis
  • Studio: Set export path to game project’s Content\FMOD directory
  • Studio: Export all banks
  • UE4: Drag FMOD\Events\Weapons\Full_Auto_Loop into the viewport
  • UE4: Save project
  • UE4: Play in Editor, hear the machine-gun sound from the viewport
  • UE4: Launch, hear the machine-gun sound from the launched game

It may be something specific about your game, although I don’t really know what it could be.

Reinstalled a fresh copy of 4.8.1 and problem’s gone. Sorry for the inconvenience :expressionless: