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0 votes

Hey folks,

We're experiencing crashes on loading a different level from the editor, after having played one (i.e. AK Audio has been playing).  Doesn't happen every time, but probably about 70% of the time. Repro steps are:

- load a level in the editor (or have UE set to 'load last level on startup')

- play it Standalone

- close the game

- load a new level in the editor.

This completely crashes UE. The call stack is below.

We're on UE 4.22 + Wwise 2019.1.2.7018

cheers,

Ricky

 

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Assertion failed: bUseDefaultListeners [File:C:\Dev\IAD\Plugins\Wwise\Source\AkAudio\Classes\AkComponent.h] [Line: 379]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_AkAudio
UE4Editor_AkAudio
UE4Editor_AkAudio
UE4Editor_AkAudio
UE4Editor_LevelEditor!FLevelEditorModule::BroadcastMapChanged() [d:\build\++ue4\sync\engine\source\editor\leveleditor\private\leveleditor.cpp:413]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:2766]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:6022]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5506]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:691]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2399]
UE4Editor_AssetTools!FAssetTypeActions_World::OpenAssetEditor() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assettypeactions\assettypeactions_world.cpp:32]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:386]
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [d:\build\++ue4\sync\engine\source\developer\assettools\public\assettypeactions_base.h:57]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\build\++ue4\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:2123]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const &,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:355]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build\++ue4\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:4293]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:355]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:648]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\build\++ue4\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:820]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\build\++ue4\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:334]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_cde3b80cdb8a457b0f09fee78051d179> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:271]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6137]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6124]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6094]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1846]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2292]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1522]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:772]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3882]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

in General Discussion by Ricky H. (120 points)

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