Description

Calling PlayQuantized on an asset set to Force Inline crashes editor:

Assertion failed: SoundWaveDataPtr->GetLoadingBehavior() != ESoundWaveLoadingBehavior::ForceInline [File:D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\AudioStreamingCache.cpp] [Line: 308] Calling GetNumChunks on a FSoundWaveProxy that is Force-Inlined is not allowed! SoundWave: clap_0 
Steps to Reproduce

1) Launch AudioQA
2) Open AQ_Quartz
3) In the Outline, select any of the simple test clock Blueprints
4) Select the Sound and open it
5) Change the loading behaviour to Force Inline
6) PIE
7) Enter the test stand you modified

Expected Result:

 Sound plays without issue

Actual Result:

 Editor crashes

Callstack
UnrealEditor_Engine!FAudioChunkCache::AddOrTouchChunk() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\AudioStreamingCache.cpp:777]
UnrealEditor_Engine!FCachedAudioStreamingManager::RequestChunk() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\AudioStreamingCache.cpp:682]
UnrealEditor_Engine!UGameplayStatics::PrimeSound() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp:1964]
UnrealEditor_Engine!UAudioComponent::PlayQueuedQuantizedInternal() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\AudioComponent.cpp:592]
UnrealEditor_Engine!UAudioComponent::PlayQuantized() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\AudioComponent.cpp:539]
UnrealEditor_Engine!UAudioComponent::execPlayQuantized() [D:\SMoyls_UE5_Release-5.3\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\AudioComponent.gen.cpp:1120]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6665]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1139]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3094]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1209]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1279]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1209]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1306]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6665]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2145]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Actor.cpp:1122]
UnrealEditor_Engine!AActor::NotifyActorBeginOverlap() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Actor.cpp:1999]
UnrealEditor_Engine!UPrimitiveComponent::BeginComponentOverlap() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:3400]
UnrealEditor_Engine!UPrimitiveComponent::UpdateOverlapsImpl() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:3736]
UnrealEditor_Engine!USceneComponent::UpdateOverlaps() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:889]
UnrealEditor_Engine!UPrimitiveComponent::MoveComponentImpl() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:2791]
UnrealEditor_Engine!UMovementComponent::MoveUpdatedComponentImpl() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\MovementComponent.cpp:531]
UnrealEditor_Engine!UMovementComponent::SafeMoveUpdatedComponent() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\MovementComponent.cpp:573]
UnrealEditor_Engine!UFloatingPawnMovement::TickComponent() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\FloatingPawnMovement.cpp:66]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<`FActorComponentTickFunction::ExecuteTick'::`2'::<lambda_1> >() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4490]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1088]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:278]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2125]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:556]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1583]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:771]
UnrealEditor_Engine!UWorld::Tick() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1515]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1924]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:531]
UnrealEditor!FEngineLoop::Tick() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5825]
UnrealEditor!GuardedMain() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\SMoyls_UE5_Release-5.3\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Audio - Quartz
Affects Versions5.25.3
Target Fix5.4
Fix Commit31179633
Main Commit31181935
Release Commit31179633
CreatedAug 17, 2023
ResolvedFeb 5, 2024
UpdatedFeb 14, 2024
View Jira Issue