# UE4 Crashes due to FMODAmbient hot reload

**URL:** <https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992>\
**Category:** Unreal Engine\
**Created:** [July 11, 2018, 12:45pm UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992 "2018-07-11T12:45:34Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![jakelong](https://avatars.discourse-cdn.com/v4/letter/j/da6949/32.png) [@jakelong](https://qa.fmod.com/u/jakelong)\
**Post date:** [July 11, 2018, 12:45pm UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/1 "2018-07-11T12:45:34Z")

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Hello guys, recently I encountered a really weird problem that I dont know how to fix it ☹  
I’m using UE 4.17.2 and the latest FMOD Integration for it. Everything works fine, event is played, I have packaged the games a couple of times and no problems found. But then just lately, I usually get engine crashes after compiling the game codes for a couple of times. After the crash, restarting the engine and this is the error :  
///////////////////////////////////////////////////////////////////////////////  
Assertion failed: GIsHotReload [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp] [Line: 608] Trying to recreate class ‘AFMODAmbientSound’ outside of hot reload!

UE4Editor\_CoreUObject!UObject::ConditionalBeginDestroy() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:878]  
UE4Editor\_CoreUObject!StaticExit() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:4194]  
UE4Editor\_CoreUObject!TBaseStaticDelegateInstance\<void \_\_cdecl(void)\>::ExecuteIfSafe() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]  
UE4Editor!TBaseMulticastDelegate::Broadcast() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]  
UE4Editor!FEngineLoop::AppPreExit() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3858]  
UE4Editor!FEngineLoop::Exit() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2808]  
UE4Editor!GuardedMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:177]  
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]  
UE4Editor!WinMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]  
UE4Editor!\_\_scrt\_common\_main\_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe\_common.inl:253]  
///////////////////////////////////////////////////////////////////////////////  
Before this message pops up, it said that my game module cannot be loaded. This error is fixed by recompiling the game code. Also I dont use any FMODAmbientSound in the game. Please help me ☹ I’m really desperate right now. Thank you guys

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 16, 2018, 1:43am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/2 "2018-07-16T01:43:31Z")

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I’m not sure what would cause this to happen, but it sounds like the crash left the game in a bad state.

Do you know the cause of the crash?  
Did the crash logs mention anything about FMOD?

This page can tell you where to find them:  
[https://wiki.unrealengine.com/Locating\_Project\_Logs#Crash\_Logs](https://wiki.unrealengine.com/Locating_Project_Logs#Crash_Logs)

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<div class="post-metadata">

**Author:** ![jakelong](https://avatars.discourse-cdn.com/v4/letter/j/da6949/32.png) [@jakelong](https://qa.fmod.com/u/jakelong)\
**Post date:** [July 16, 2018, 1:50am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/3 "2018-07-16T01:50:57Z")

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Yes it did. It said AFMODAmbientSound cannot be created outside hot reload even though I dont even use fmodambiensound

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 16, 2018, 2:00am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/4 "2018-07-16T02:00:02Z")

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> [@](#):
>
> Yes it did. It said AFMODAmbientSound cannot be created outside hot reload even though I dont even use fmodambiensound

Are you able to send us the crash log?  
You can email it if you would like: [support@fmod.com](mailto:support@fmod.com)

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<div class="post-metadata">

**Author:** ![jakelong](https://avatars.discourse-cdn.com/v4/letter/j/da6949/32.png) [@jakelong](https://qa.fmod.com/u/jakelong)\
**Post date:** [July 16, 2018, 2:24am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/5 "2018-07-16T02:24:31Z")

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I just uploaded to 4.19.2 and this problem seems to be gone. I believe this issue belongs to the engine hot reload itself rather than fmod. But I still sometimes receive the error that the UE4Editor-FMODStudio.dll hasnt been built and I need to rebuild it in order to open the engine

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 18, 2018, 2:57am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/6 "2018-07-18T02:57:59Z")

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This usually occurs when the plugin source code is modified, because the UE4-FMOD libs are now out of date.  
Are you using source control at all?

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<div class="post-metadata">

**Author:** ![scholzi](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scholzi/32/2042_2.png) [@scholzi](https://qa.fmod.com/u/scholzi)\
**Post date:** [May 3, 2021, 9:04pm UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/7 "2021-05-03T21:04:12Z")

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This is happening to me in UE 4.26 with FMod 2.01.09 and I am using GIt for my project

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [May 7, 2021, 6:32am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/8 "2021-05-07T06:32:09Z")

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Are you able to share your output log file at all?

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<div class="post-metadata">

**Author:** ![kain0024](https://avatars.discourse-cdn.com/v4/letter/k/7ba0ec/32.png) [@kain0024](https://qa.fmod.com/u/kain0024)\
**Post date:** [June 30, 2021, 7:49am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/9 "2021-06-30T07:49:55Z")

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I am using UE 4.26.2 engine source from git with FMod 2.01.05.

## Below is the call stack. hope you can solve it.

| \> | UE4Editor-CoreUObject-Win64-Debug.dll!UObject::EnsureNotRetrievingVTablePtr() 줄 106 | C++ |
| --- | --- | --- |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UObject::UObject(const FObjectInitializer & ObjectInitializer) 줄 2581 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UStruct::UStruct(const FObjectInitializer & ObjectInitializer, UStruct \* InSuperStruct, unsigned \_\_int64 ParamsSize, unsigned \_\_int64 Alignment) 줄 673 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::UFunction(const FObjectInitializer & ObjectInitializer, UFunction \* InSuperFunction, EFunctionFlags InFunctionFlags, unsigned \_\_int64 ParamsSize) 줄 5532 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UDelegateFunction::UDelegateFunction(const FObjectInitializer & ObjectInitializer, UFunction \* InSuperFunction, EFunctionFlags InFunctionFlags, unsigned \_\_int64 ParamsSize) 줄 6024 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UE4CodeGen\_Private::ConstructUFunction(UFunction \* & OutFunction, const UE4CodeGen\_Private::FFunctionParams & Params) 줄 4459 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!Z\_Construct\_UDelegateFunction\_FMODStudio\_OnEventStopped\_\_DelegateSignature() 줄 143 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UE4CodeGen\_Private::ConstructUPackage(UPackage \* & OutPackage, const UE4CodeGen\_Private::FPackageParams & Params) 줄 4596 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!Z\_Construct\_UPackage\_\_Script\_FMODStudio() 줄 38 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!EFMODEventControlKey\_StaticEnum() 줄 29 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!StaticEnum() 줄 36 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!FFMODEventControlChannel::FFMODEventControlChannel() 줄 10 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!UFMODEventControlSection::UFMODEventControlSection(FVTableHelper & Helper) 줄 227 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!UFMODEventControlSection::\_\_VTableCtorCaller(FVTableHelper & Helper) 줄 52 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!InternalVTableHelperCtorCaller(FVTableHelper & Helper) 줄 3318 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UClass::HotReloadPrivateStaticClass(unsigned int InSize, EClassFlags InClassFlags, EClassCastFlags InClassCastFlags, const wchar\_t \* InConfigName, void(_)(const FObjectInitializer &) InClassConstructor, UObject ()(FVTableHelper &) InClassVTableHelperCtorCaller, void(_)(UObject \*, FReferenceCollector &) InClassAddReferencedObjects, UClass \* TClass\_Super\_StaticClass, UClass \* TClass\_WithinClass\_StaticClass) 줄 5041 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!GetPrivateStaticClassBody(const wchar\_t \* PackageName, const wchar\_t \* Name, UClass \* & ReturnClass, void(_)() RegisterNativeFunc, unsigned int InSize, unsigned int InAlignment, EClassFlags InClassFlags, EClassCastFlags InClassCastFlags, const wchar\_t \* InConfigName, void(_)(const FObjectInitializer &) InClassConstructor, UObject _(_)(FVTableHelper &) InClassVTableHelperCtorCaller, void(\*)(UObject _, FReferenceCollector &) InClassAddReferencedObjects, UClass ()() InSuperClassFn, UClass ()() InWithinClassFn, bool bIsDynamic, void(_)(UDynamicClass \*) InDynamicClassInitializerFn) 줄 5436 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!UFMODEventControlSection::GetPrivateStaticClass() 줄 221 | C++ |
| | UE4Editor-FMODStudio-0002-Win64-Debug.dll!TClassCompiledInDefer::Register() 줄 301 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!UClassRegisterAllCompiledInClasses() 줄 802 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!ProcessNewlyLoadedUObjects(FName Package, bool bCanProcessNewlyLoadedObjects) 줄 986 | C++ |
| | UE4Editor-CoreUObject-Win64-Debug.dll!TBaseStaticDelegateInstance\<void \_\_cdecl(FName,bool),FDefaultDelegateUserPolicy\>::ExecuteIfSafe(FName \<Params\_0\>, bool \<Params\_1\>) 줄 731 | C++ |
| | UE4Editor-Core-Win64-Debug.dll!TMulticastDelegate\<void \_\_cdecl(FName,bool),FDefaultDelegateUserPolicy\>::Broadcast(FName \<Params\_0\>, bool \<Params\_1\>) 줄 955 | C++ |
| | UE4Editor-Core-Win64-Debug.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason) 줄 519 | C++ |
| | UE4Editor-Core-Win64-Debug.dll!FModuleManager::LoadModule(const FName InModuleName) 줄 347 | C++ |
| | UE4Editor-HotReload-Win64-Debug.dll!FHotReloadModule::DoHotReloadInternal(const TMap\<FName,FString,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs\<FName,FString,0\>\> & ChangedModules, const TArray\<UPackage \*,TSizedDefaultAllocator\<32\>\> & Packages, const TArray\<FName,TSizedDefaultAllocator\<32\>\> & InDependentModules, FOutputDevice & HotReloadAr) 줄 799 | C++ |
| | UE4Editor-HotReload-Win64-Debug.dll!FHotReloadModule::DoHotReloadFromIDE(const TMap\<FName,FString,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs\<FName,FString,0\>\> & NewModules) 줄 1526 | C++ |
| | UE4Editor-HotReload-Win64-Debug.dll!FHotReloadModule::Tick(float DeltaTime) 줄 1467 | C++ |

==== Watch ====

| - | | this | 0x0000025bd5972c00 (Name=OnEventStopped\_\_DelegateSignature) | UObject \* |
| --- | --- | --- | --- | --- |
| - | | UObjectBaseUtility | (Name=OnEventStopped\_\_DelegateSignature) | UObjectBaseUtility |
| - | | UObjectBase | (Name=OnEventStopped\_\_DelegateSignature) | UObjectBase |
| - | | \_\_vfptr | 0x00007ffc63a529d0 {UE4Editor-CoreUObject-Win64-Debug.dll!void(\* UObject::`vftable'[101])()} {0x00007ffc6345c1d0 {UE4Editor-CoreUObject-Win64-Debug.dll!UObject::`vector deleting destructor’(unsigned int)}, …} | void \* \* |
| | | [0] | 0x00007ffc6345c1d0 {UE4Editor-CoreUObject-Win64-Debug.dll!UObject::`vector deleting destructor’(unsigned int)} | void \* |
| | | [1] | 0x00007ffc62d9af68 {UE4Editor-CoreUObject-Win64-Debug.dll!UObjectBase::RegisterDependencies(void)} | void \* |
| | | [2] | 0x00007ffc6365c330 {UE4Editor-CoreUObject-Win64-Debug.dll!UObjectBase::DeferredRegister(UClass \*, const wchar\_t \*, const wchar\_t \*)} | void \* |
| | | ObjectFlags | RF\_Public | RF\_Transient |
| | | InternalIndex | 21102 | int |
| + | | ClassPrivate | 0x0000025b940aae80 (Name=DelegateFunction) | UClass \* |
| + | | NamePrivate | OnEventStopped\_\_DelegateSignature | FName |
| + | | OuterPrivate | 0x0000025bd5941c20 (Name=/Script/FMODStudio) | UObject \* {UPackage} |

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 5, 2021, 4:38am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992/10 "2021-07-05T04:38:08Z")

</div>

Are you able to update to 2.01.10, which is available on our [Downloads](https://fmod.com/download) page, as there have been a number of changes and updates to the 4.26 integration.
