Enabling voice makes the Editor crash in Vive project

Hi everyone,

we are working on a project using the Vive headset and I have noticed that enabling voice in DefaultEngine.ini by adding [Voice] bEnabled=true makes the Editor crash at launch. Here is the error log:

Log file open, 04/15/16 17:52:01
LogInit:Display: Running engine for game:#####
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(979952837) SRandInit(979952838).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started at 0.062488
LogHMD: Can't find Oculus library dev build: is proper Runtime installed? Version: 1.3.0
LogInit: Version: 4.11.1-2934540+++UE4+Release-4.11
LogInit: API Version: 2927265
LogInit: Compiled (64-bit): Apr  6 2016 02:14:16
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.11
LogInit: Command line: -EpicPortal 
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit:  - built for x86_64-pc-win32
LogInit:  - supports SSL with WinSSL
LogInit:  - other features:
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
LogOnline:Display: STEAM: Loading Steam SDK 1.32
LogOnline:Warning: STEAM: Steam API disabled!
LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogVoice:Display: VoiceCapture device overridden by HMD to use 'Primary Sound Capture Driver'

We are using a Vive dev kit, not a Vive Pre. Can anyone reproduce this error?

Nick fixed it by adding a nullptr check on GUID in VoiceModuleWindows.cpp at the beginning of the BOOL CALLBACK CaptureDeviceCallback() function. Thanks!