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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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Best Answer
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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.

  • Geoff Carlton
    This should now be fixed in the latest release.
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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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Wonderful. I was having the same issue, I’ll try rolling back to 1.5.12

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