Using UE 4.24
Building Target 'Development' from VS (for client build). After compiling/linking successfully, the build process triggers: PostBuild-1.bat which triggers WwisePostBuildSteps.bat
"C:\TIM_FULL\TimeWatch\Plugins\Wwise\Source\AkAudio\WwisePostBuildSteps.bat" "C:\TIM_FULL\Engine\Binaries\Win64\UE4Editor-cmd.exe" "C:\TIM_FULL\TimeWatch\TimeWatch.uproject" Game -run=AkPluginActivator -platform=Win64 -configuration=Profile -targetconfig=Development
This causes the Engine to start up for validating the license. Then the engine fails to open and crashes:
Error:
Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00001888
Error: [Callstack] 0x00007ff887a56728 UE4Editor-Engine.dll!TSet<TTuple<TSubclassOf<USubsystem>,USubsystem *>,TDefaultMapHashableKeyFuncs<TSubclassOf<USubsystem>,USubsystem *,0>,FDefaultSetAllocator>::FindId() [C:\TIM_FULL\Engine\Source\Runtime\Core\Public\Containers\Set.h:702]
Error: [Callstack] 0x00007ff887a5e2cd UE4Editor-Engine.dll!FSubsystemCollectionBase::GetSubsystemInternal() [C:\TIM_FULL\Engine\Source\Runtime\Engine\Private\Subsystems\SubsystemCollection.cpp:51]
Error: [Callstack] 0x00007ff866470773 UE4Editor-Paper2DEditor.dll!UEditorEngine::GetEditorSubsystem<UImportSubsystem>() [C:\TIM_FULL\Engine\Source\Editor\UnrealEd\Classes\Editor\EditorEngine.h:3183]
Error: [Callstack] 0x00007ff86655334b UE4Editor-Paper2DEditor.dll!FPaper2DEditor::OnPostEngineInit() [C:\TIM_FULL\Engine\Plugins\2D\Paper2D\Source\Paper2DEditor\Private\Paper2DEditorModule.cpp:184]
Error: [Callstack] 0x00007ff8664f964e UE4Editor-Paper2DEditor.dll!TBaseRawMethodDelegateInstance<0,FPaper2DEditor,void __cdecl(void)>::ExecuteIfSafe() [C:\TIM_FULL\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:541]
Error: [Callstack] 0x00007ff63fba449d UE4Editor-Cmd.exe!TBaseMulticastDelegate<void>::Broadcast() [C:\TIM_FULL\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1013]
Error: [Callstack] 0x00007ff63fbb19d0 UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3038]
Error: [Callstack] 0x00007ff63fbab18d UE4Editor-Cmd.exe!GuardedMain() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\Launch.cpp:131]
Error: [Callstack] 0x00007ff63fbab4ca UE4Editor-Cmd.exe!GuardedMainWrapper() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:134]
Error: [Callstack] 0x00007ff63fbbbc0e UE4Editor-Cmd.exe!WinMain() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:263]
Error: [Callstack] 0x00007ff63fbbdbc2 UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
This only happens when building 'Development' (for outputing a client binary).
This does not happens when building/opening the Editor with the project.
Avoiding the execution of that .bat file, the build works ok and outputs a good Client build, which runs ok but no audio.
Does anyone have any ideas?
Thanks in advance!