Unreal engine hangs after requesting unloading streaming sub level that contains UAkAudioEvents
most of crashes has similar call stacks like below
and we've tested with some of features off like "Split Switch Container Media", but failed to fix it
and how could we access AK::SoundEngine::UnloadBank or CAkThreadedBankMgr::WaitForSyncOp implementation codes.
just Installing Wwise doesn't help for us to access above those codes (only header files we found)
please give us some advice
ntdll.dll!00007ffa3753f6f4() Unknown
KERNELBASE.dll!00007ffa335c45c3() Unknown
[Inline Frame] ProjD-Win64-DebugGame.exe!AKPLATFORM::AkWaitForEvent(void * &) Line 139 C++
[Inline Frame] ProjD-Win64-DebugGame.exe!AK::SoundEngine::AkSyncCaller::Wait(AKRESULT) Line 68 C++
ProjD-Win64-DebugGame.exe!CAkThreadedBankMgr::WaitForSyncOp(AK::SoundEngine::AkSyncCaller & in_syncLoader, AKRESULT in_eResult) Line 177 C++
ProjD-Win64-DebugGame.exe!AK::SoundEngine::UnloadBank(unsigned long in_bankID, const void * in_pInMemoryBankPtr) Line 4333 C++
> ProjD-Win64-DebugGame.exe!FAkAudioDevice::UnloadBankFromMemory(unsigned long in_bankID, const void * in_memoryPtr) Line 1021 C++
ProjD-Win64-DebugGame.exe!UAkAssetData::Unload() Line 34 C++
ProjD-Win64-DebugGame.exe!UAkAssetDataWithMedia::Unload() Line 68 C++
ProjD-Win64-DebugGame.exe!UAkAssetDataSwitchContainer::Unload() Line 75 C++
ProjD-Win64-DebugGame.exe!UAkAssetBase::Unload() Line 151 C++
ProjD-Win64-DebugGame.exe!UAkAudioEvent::Unload() Line 364 C++
ProjD-Win64-DebugGame.exe!UAkAssetBase::BeginDestroy() Line 135 C++
ProjD-Win64-DebugGame.exe!UObject::ConditionalBeginDestroy() Line 983 C++
ProjD-Win64-DebugGame.exe!UnhashUnreachableObjects(bool bUseTimeLimit, float TimeLimit) Line 1954 C++
ProjD-Win64-DebugGame.exe!CollectGarbageInternal(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 1895 C++
ProjD-Win64-DebugGame.exe!TryCollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 2006 C++
ProjD-Win64-DebugGame.exe!UEngine::ConditionalCollectGarbage() Line 1323 C++
ProjD-Win64-DebugGame.exe!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1748 C++
ProjD-Win64-DebugGame.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1666 C++
ProjD-Win64-DebugGame.exe!FEngineLoop::Tick() Line 4485 C++
[Inline Frame] ProjD-Win64-DebugGame.exe!EngineTick() Line 62 C++
ProjD-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 173 C++
ProjD-Win64-DebugGame.exe!GuardedMainWrapper(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 134 C++
ProjD-Win64-DebugGame.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 263 C++
[Inline Frame] ProjD-Win64-DebugGame.exe!invoke_main() Line 102 C++
ProjD-Win64-DebugGame.exe!__scrt_common_main_seh() Line 288 C++