Issue has been seen a couple times internally and closed as No Longer occurring. Looking at Crash Reporter, issue has been seen live a number of times.
Looking at user logs, occurs after:
LogAudioMixer: Warning: Timeout waiting for inflight device-swap
See: [Link Removed]
Previously reported internal bugs are linked.
Repro requires having at least two audio output devices connected to your PC
1) Open any project in the editor
2) Enter the CVAR "au.ThreadedSwapDebugExtraTime 1000000"
3) In Windows, change your audio output device
4) Close the editor
5) Wait a moment
Expected Result:
No crashes appear after shutdown
Actual Result:
The editor crashes on shutdown
UnrealEditor-AudioMixerCore!Audio::IAudioMixerPlatformInterface::~IAudioMixerPlatformInterface() [AudioMixer.cpp:355] UnrealEditor-AudioMixerXAudio2!7ffaa42f0000 + 8c3b UnrealEditor-AudioMixer!Audio::FMixerDevice::~FMixerDevice() [AudioMixerDevice.cpp:205] UnrealEditor-Engine!7ffad7d20000 + 9dfe05 UnrealEditor-Engine!FAudioDeviceManager::DecrementDevice(unsigned int,UWorld *) [AudioDeviceManager.cpp:827] UnrealEditor-Engine!FAudioDeviceHandle::operator=(FAudioDeviceHandle &&) [AudioDeviceManager.cpp:1764] UnrealEditor-Engine!FAudioDeviceHandle::Reset() [AudioDeviceManager.cpp:1673] UnrealEditor-Engine!FAudioDeviceManager::~FAudioDeviceManager() [AudioDeviceManager.cpp:237] UnrealEditor-Engine!FAudioDeviceManager::Shutdown() [AudioDeviceManager.cpp:951] UnrealEditor!7ff78b600000 + 23473 UnrealEditor!7ff78b600000 + 247cb UnrealEditor!7ff78b600000 + 2482a UnrealEditor!7ff78b600000 + 274f0 UnrealEditor!7ff78b600000 + 3a4c4 UnrealEditor!7ff78b600000 + 3d996 KERNEL32!7ffb55b40000 + 155a0 ntdll!7ffb572a0000 + 485b
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
Teleporter in the Creative Hub is Locked and cannot be accessed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-191164 in the post.