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
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
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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0 |
Component | UE - Audio - Quartz |
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Affects Versions | 5.2, 5.3 |
Target Fix | 5.4 |
Created | Aug 17, 2023 |
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Resolved | Feb 5, 2024 |
Updated | Feb 14, 2024 |