Hello
We have UE4 4.18.3, and the game is running from uncompressed .pak.
The freeze happens inside AK::MemoryMgr::DestroyPool(PoolId) (called from FWuiIoHookBase::~FWuiIoHookBase()), i get the following stack after breaking all threads :
[External Code]
> LOA-Win64-Debug.exe!AK::StreamMgr::CAkIOThread::Term() Line 193 C++
LOA-Win64-Debug.exe!AK::StreamMgr::CAkDeviceDeferredLinedUp::Destroy() Line 89 C++
LOA-Win64-Debug.exe!AK::StreamMgr::DestroyDevice(unsigned long in_deviceID) Line 251 C++
LOA-Win64-Debug.exe!FWuiIoHookBase::~FWuiIoHookBase() Line 68 C++
LOA-Win64-Debug.exe!FWuiAsyncIoHook::~FWuiAsyncIoHook() Line 33 C++
[External Code]
LOA-Win64-Debug.exe!FWwiseSoundEngine::Cleanup() Line 300 C++
LOA-Win64-Debug.exe!FWwise::Cleanup() Line 70 C++
LOA-Win64-Debug.exe!FWuiModule::ShutdownModule() Line 88 C++
LOA-Win64-Debug.exe!FModuleManager::UnloadModule(const FName InModuleName, bool bIsShutdown) Line 572 C++
LOA-Win64-Debug.exe!FModuleManager::UnloadModulesAtShutdown() Line 695 C++
LOA-Win64-Debug.exe!FEngineLoop::Exit() Line 2901 C++
LOA-Win64-Debug.exe!EngineExit() Line 74 C++
LOA-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 177 C++
LOA-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199 C++
[External Code]
Any idea on what could be going wrong or how to debug this freeze ?
Thanks
François