Description

A crash occurs when playing a Sound Cue with Random node used in conjunction with a Branch node.

In the original report the user specifically mentions the crash does not occur if you have not opened the Sound Cue asset since the project had been open. I could not confirm this was the case as I got the crash to occur regardless of opening the Sound Cue asset.

Note This crash also occurs in the 4.13 Preview 2 release - 3088355

Steps to Reproduce

1. Download and Open attached project.
2. Press PIE

Outcome Crash Occurs

Expected No crash and one of the sounds is played chosen from the branch within the Sound Cue.

Callstack

UE4Editor_Engine!USoundNodeRandom::ChooseNodeIndex() soundnoderandom.cpp:94
UE4Editor_Engine!USoundNodeRandom::GetNumSounds() soundnoderandom.cpp:181
UE4Editor_Engine!USoundNode::GetNumSounds() soundnode.cpp:165
UE4Editor_Engine!USoundNodeConcatenator::ParseNodes() soundnodeconcatenator.cpp:158
UE4Editor_Engine!FActiveSound::UpdateWaveInstances() activesound.cpp:271
UE4Editor_Engine!FAudioDevice::GetSortedActiveWaveInstances() audiodevice.cpp:2270
UE4Editor_Engine!FAudioDevice::Update() audiodevice.cpp:2560
UE4Editor_Engine!FAudioDeviceManager::UpdateActiveAudioDevices() audiodevicemanager.cpp:276
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1554
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:368
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2775
UE4Editor!GuardedMain() launch.cpp:148
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:200
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>

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Fixed
ComponentAudio
Affects Versions4.12.54.13
Target Fix4.13
Fix Commit3098890
Main Commit3109685
Release Commit3098890
CreatedAug 22, 2016
ResolvedAug 22, 2016
UpdatedApr 27, 2018