Setting an Audio Analysers NRT settings to None crashes the editor.
Assertion failed: nullptr != LoudnessSettings [File:D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\AudioSynesthesia\Source\AudioSynesthesiaCore\Private\LoudnessNRTFactory.cpp] [Line: 270]
1) Launch AudioQA
2) In the Content Browser, search for the asset AS_LoudnessNRT
3) Open the asset AS_LoudnessNRT
5) Clear the Settings asset so that it's set to None
6) Wait a moment
Expected Result:
Editor remains stable
Actual Result:
Editor crashes
UnrealEditor_AudioSynesthesiaCore!Audio::FLoudnessNRTFactory::NewWorker() [D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\AudioSynesthesia\Source\AudioSynesthesiaCore\Private\LoudnessNRTFactory.cpp:270] UnrealEditor_AudioAnalyzer!Audio::FAnalyzerNRTFacade::AnalyzePCM16Audio() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioAnalyzer\Private\AudioAnalyzerNRTFacade.cpp:72] UnrealEditor_AudioAnalyzer!`anonymous namespace'::FAudioAnalyzeNRTTask::DoWork() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioAnalyzer\Private\AudioAnalyzerNRT.cpp:36] UnrealEditor_AudioAnalyzer!FAutoDeleteAsyncTask<`anonymous namespace'::FAudioAnalyzeNRTTask>::DoWork() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:110] UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:128] UnrealEditor_Core!<lambda_2cfb882046ba83e24f4606b279dfb220>::operator()() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:504] UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_2cfb882046ba83e24f4606b279dfb220>,0>::CallAndMove() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171] UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656] UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:184] UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361] UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402] UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Templates\Function.h:475] UnrealEditor_Core!FThreadImpl::Run() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67] UnrealEditor_Core!FRunnableThreadWin::Run() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-169428 in the post.
0 |
Fix Commit | 30515423 |
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Main Commit | 30515437 |
Created | Nov 7, 2022 |
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Resolved | Jan 9, 2024 |
Updated | Jan 22, 2024 |