# \[4.13 Preview 1\] Editor Crash - UE4Editor\_WmfMedia!FWmfMediaTracks::SetAudioSink()

**URL:** <https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117>\
**Category:** Cinematics & Media\
**Tags:** unreal-engine, crash, question\
**Created:** [August 4, 2016, 4:46pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117 "2016-08-04T16:46:18Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![LeFxGuy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeFxGuy](https://forums.unrealengine.com/u/LeFxGuy)\
**Post date:** [August 4, 2016, 4:46pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/1 "2016-08-04T16:46:18Z")

</div>

Hi,

I am observing a crash when I create a media player with a corresponding media texture. After I start to play any of the new FileMedia Source assets I randomly get the following crash:

See below for call stack.  
I am not sure if a MediaPlayer asset now needs a soundwave to be set but it appears that creating an emtpy sound asset fixes the crashes.  
You can also observe the crash when trying to delete the media player and texture asset after playing the video.

```
UE4Editor_WmfMedia!FWmfMediaTracks::SetAudioSink()

Access violation - code c0000005 (first/second chance not available)

UE4Editor_WmfMedia!FWmfMediaTracks::SetAudioSink()
UE4Editor_MediaAssets!UMediaPlayer::BeginDestroy() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\mediaassets\private\assets\mediaplayer.cpp:453]
UE4Editor_CoreUObject!UObject::ConditionalBeginDestroy() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:739]
UE4Editor_CoreUObject!CollectGarbageInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1281]
UE4Editor_CoreUObject!CollectGarbage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1320]
UE4Editor_UnrealEd!PackageTools::UnloadPackages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\packagetools.cpp:325]
UE4Editor_UnrealEd!ObjectTools::CleanupAfterSuccessfulDelete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\objecttools.cpp:1493]
UE4Editor_UnrealEd!ObjectTools::ForceDeleteObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\objecttools.cpp:2215]
UE4Editor_UnrealEd!FAssetDeleteModel::DoForceDelete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\assetdeletemodel.cpp:284]
UE4Editor_UnrealEd!SDeleteAssetsDialog::ForceDelete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\dialogs\sdeleteassetsdialog.cpp:705]
UE4Editor_UnrealEd!TMemberFunctionCaller::operator()<>() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_UnrealEd!TTupleImpl >::ApplyAfter >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:115]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SDeleteAssetsDialog,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!::operator()() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4891]
UE4Editor_Slate!FEventRouter::Route >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4880]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5338]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5318]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1584]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
user32
user32
UE4Editor_Core!FWindowsApplication::PumpMessages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1942]
UE4Editor_Slate!FSlateApplication::TickPlatform() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1481]
UE4Editor_Slate!FSlateApplication::AddModalWindow() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1978]
UE4Editor_UnrealEd!UEditorEngine::EditorAddModalWindow() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:3588]
UE4Editor_UnrealEd!ObjectTools::DeleteObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\objecttools.cpp:1698]
UE4Editor_UnrealEd!ObjectTools::DeleteAssets() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\objecttools.cpp:1605]
UE4Editor_ContentBrowser!FAssetContextMenu::ExecuteDelete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\assetcontextmenu.cpp:1784]
UE4Editor_ContentBrowser!SContentBrowser::HandleDeleteCommandExecute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1972]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:423]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:211]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:155]
UE4Editor_ContentBrowser!SContentBrowser::OnKeyDown() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:971]
UE4Editor_Slate!::operator()() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4507]
UE4Editor_Slate!FEventRouter::Route >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath,FKeyEvent>() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:197]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4505]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4420]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1419]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
```

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [August 4, 2016, 7:06pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/2 "2016-08-04T19:06:32Z")

</div>

Hey LeFxGuy,

I appreciate you providing me with your crash and some steps to reproduce. However; I have been unable to reproduce the crash you are experiencing so I am going to need some simple steps and screenshots as the Media Framework has changed a good bit, and calling it to play can be done in different ways.

I am using a simple variable within my Level Blueprint and calling the Open Url function.

 ![101466-mediaplayer.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/e/f/eef7c8880a5a1af88fa62d905c9ee6cc14eae430.png)

Let me know if you have further questions or need additional assistance.

Cheers,

---

<div class="post-metadata">

**Author:** ![LeFxGuy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeFxGuy](https://forums.unrealengine.com/u/LeFxGuy)\
**Post date:** [August 4, 2016, 9:52pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/3 "2016-08-04T21:52:51Z")

</div>

Hey Andrew,

No nothing with blueprints. My crashes solely come from doing stuff in the content browser. In your case, just try to delete your media player asset from the content browser after playing it from the content browser at least once, not sure if it always fails, not tried yet.

1. Create a new MediaFileSource  
pointing to a movie, my case mp4 and avi  
files

2. Create a Media Player (MP) asset  
with a video texture (not sure if  
the texture is needed)

3. Start  
Playing the video in the MP from the content browser

4. After a few times, the editor  
crashes for me but at last when i  
try to delete the Media player asset  
after closing it, same error as  
above.

5. If i create a media sound  
wave asset and feed it into the  
MP asset slot, i can delete the  
MP asset afterwards without the  
crash. So there must be some kind if  
nullpointer check missing somewhere.

---

<div class="post-metadata">

**Author:** ![LeFxGuy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeFxGuy](https://forums.unrealengine.com/u/LeFxGuy)\
**Post date:** [August 4, 2016, 10:47pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/4 "2016-08-04T22:47:53Z")

</div>

btw on a side note. I think that when you put the movie files into the content folder, the editor should automatically use a relative path. This is atm not the case, at least wasnt for me. I imported the movies from content/movies but the path in the source file asset was absolute, thus packaging worked and the movie got packaged but when moving the package to another PC, the video loading fails.  
Also there was this wierd thing that after me chaning 1 of 4 source files to a relative path with “./Movies/file.avi” for eaxmple, the other 3 source assets adjusted their path to relative. That was really weird… dont know if you can reproduce this as well but maybe check once or twice for yourself 🙂 maybe you have that happen to you as well

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [August 8, 2016, 3:44pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/5 "2016-08-08T15:44:53Z")

</div>

Hey again LeFxGuy,

Hope you had a good weekend. I have been messing around with the Media Player and have not been able to get it to crash. I tried imported a number of media source files, creating a Media Player based off the source files, deleting the Media Player, and changing the relative path for the source files as well. Nothing produced a crash on my end.

Could you provide me with your crash logs attached in your response so I can seek out your crash and gather more information in regards to the context? It is going to be hard to report a bug unless I have some solid repro steps which get the crash to occur on my end.

Let me know if you have additional questions or need further assistance.

Cheers,

---

<div class="post-metadata">

**Author:** ![LeFxGuy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeFxGuy](https://forums.unrealengine.com/u/LeFxGuy)\
**Post date:** [August 8, 2016, 6:11pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/6 "2016-08-08T18:11:47Z")

</div>

Hey Andrew,

As i was able to reproduce this crash on my home PC with the steps above. As the crash is audio related, did you try a video that does not contain an audio track?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [August 8, 2016, 7:43pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/7 "2016-08-08T19:43:14Z")

</div>

Hey ,

Thanks for checking again, I was able to narrow down the exact repro, and have gone ahead and entered a bug report for the issue. You can track the issue following the link below on our new Public Issues Tracker.

**[UE-34381](https://issues.unrealengine.com/issue/UE-34381)**

Once the issue has been addressed by our engineers, the fix will be added to the release notes for fixed issues within an upcoming full engine or hotfix release.

Let me know if you have further questions or need additional assistance.

Cheers,

---

<div class="post-metadata">

**Author:** ![LeFxGuy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeFxGuy](https://forums.unrealengine.com/u/LeFxGuy)\
**Post date:** [August 8, 2016, 10:38pm UTC](https://forums.unrealengine.com/t/4-13-preview-1-editor-crash-ue4editor-wmfmedia-fwmfmediatracks-setaudiosink/366117/8 "2016-08-08T22:38:58Z")

</div>

Well as I said, for me, it’s ok to create a MP assetr with an attached audio wave or video texture, just a clean MP asset but I think this is the same crash, no matter what. So thanks and I am glad you could repro this.
