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I recently wrote a footstep sound system in C++ for our game. I used multiple FMOD events to handle the sound for the different material surfaces. It works fine for a while but a few minutes later it gets the game crashed, something that wouldn’t previously happen with the standard unreal cues.

Any ideas on this are appreciated.

Debugger output:
(Don’t get scared with tick(). The system calls play on camera-bobbing times only).

LoginId:9445eeb64e5f57885ad678a443cd1ea3
EpicAccountId:4b13f7f4375b4a65b00db14daac4c043

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

UE4Editor_FMODStudio!FFMODStudioModule::GetEventDescription() [e:\epic games\projects\lethe_origins 4.16 – 2\plugins\fmodstudio\source\fmodstudio\private\fmodstudiomodule.cpp:1211]
UE4Editor_FMODStudio!UFMODBlueprintStatics::PlayEventAtLocation() [e:\epic games\projects\lethe_origins 4.16 – 2\plugins\fmodstudio\source\fmodstudio\private\fmodblueprintstatics.cpp:38]
UE4Editor_Lethe_Origins!AOriginsCharacter::PlayFootstepSound() [e:\epic games\projects\lethe_origins 4.16 – 2\source\lethe_origins\characters\player\originscharacter.cpp:436]
UE4Editor_Lethe_Origins!AOriginsCharacter::UpdateEyeHeight() [e:\epic games\projects\lethe_origins 4.16 – 2\source\lethe_origins\characters\player\originscharacter.cpp:300]
UE4Editor_Lethe_Origins!AOriginsCharacter::Tick() [e:\epic games\projects\lethe_origins 4.16 – 2\source\lethe_origins\characters\player\originscharacter.cpp:130]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

EDIT:
Once again I answer my own question.
I haven’t noticed any crashes since adding UPROPERTY() right before instancing the sound component class used to hold the assets outside the main character class. As my partner said, it probably has to do with the way UE4 handles garbage collection.

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