I am not interested in playing back the soundwave file, only the reflections from the world. So I set global attenuation settings by creating a dervied blueprint actor. Unfortunately, that crashes the game when testing,
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002e0
UE4Editor-Engine.dll!USoundWaveProcedural::QueueAudio() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private\soundwaveprocedural.cpp:25]
UE4Editor-MyProject.dll!AMyCharacter::VoiceCaptureTick() [w:\ue4vraudioworks_4.15.1\myproject-master\source\myproject\private\mycharacter.cpp:96]
UE4Editor-Engine.dll!AActor::TickActor() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private\actor.cpp:863]
UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private\actor.cpp:125]
UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private icktaskmanager.cpp:269]
UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\core\public\async askgraphinterfaces.h:883]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\core\private\async askgraph.cpp:954]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\core\private\async askgraph.cpp:701]
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\core\private\async askgraph.cpp:1798]
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private icktaskmanager.cpp:538]
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private icktaskmanager.cpp:1450]
UE4Editor-Engine.dll!UWorld::RunTickGroup() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private\leveltick.cpp:758]
UE4Editor-Engine.dll!UWorld::Tick() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private\leveltick.cpp:1373]
UE4Editor-Engine.dll!UGameEngine::Tick() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\engine\private\gameengine.cpp:1145]
UE4Editor.exe!FEngineLoop::Tick() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor.exe!GuardedMain() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor.exe!GuardedMainWrapper() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor.exe!WinMain() [w:\ue4vraudioworks_4.15.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
KERNEL32.DLL!0x000000005D881FE4
ntdll.dll!0x000000005F37F061
ntdll.dll!0x000000005F37F061
…
[2018.06.07-22.17.31:425][163]LogSavePackage: Save=16.51ms
[2018.06.07-22.17.31:425][163]LogSavePackage: Moving ‘…/…/…/MyProject-master/Saved/NewMap_BuiltDataBEEB8AED46C15659F6A80093C3616A34.tmp’ to ‘…/…/…/MyProject-master/Content/NewMap_BuiltData.uasset’
[2018.06.07-22.17.31:426][163]LogSavePackage:Display: Finished SavePackage …/…/…/MyProject-master/Content/NewMap_BuiltData.uasset
[2018.06.07-22.17.31:432][163]LogEditorTransaction: Undo Spawn Play From Here Start
Any help would be greatly appreciated.