How to fix this crash?

Hello guy!

Having a problem with this in build, when i try to change maps.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

0x00007ff71e0e5b33 CH.exe!FAudioDevice::StopSoundsUsingResource()
0x00007ff71e11106f CH.exe!TThreadSingleton<FBoneContainerScratchArea>::Get'::2’::<lambda_1>::operator()()
0x00007ff71e10f6f5 CH.exe!FAudioAsyncBatcher::Flush'::2’::<lambda_1>::operator()()
0x00007ff71e12ffc5 CH.exe!UE::Tasks::Private::TExecutableTaskBase<FAudioAsyncBatcher::Flush'::2’::<lambda_1>,void,void>::ExecuteTask()
0x00007ff718ae966b CH.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask()
0x00007ff718a94b0f CH.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMove()
0x00007ff71887824e CH.exe!LowLevelTasks::FTask::ExecuteTask()
0x00007ff718877fc7 CH.exe!LowLevelTasks::FScheduler::ExecuteTask()
0x00007ff71885b1b2 CH.exe!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>()
0x00007ff71889d482 CH.exe!LowLevelTasks::FScheduler::WorkerMain()
0x00007ff718867b50 CH.exe!UE::CompressedBuffer::Private::FHeader::CalculateCrc32()
0x00007ff718a403a3 CH.exe!FThreadImpl::Run()
0x00007ff718e41e62 CH.exe!FRunnableThreadWin::Run()
0x00007ff718e358b7 CH.exe!FRunnableThreadWin::GuardedRun()
0x00007ff9c78c7374 KERNEL32.DLL!UnknownFunction

Crash in runnable thread Background Worker #12

Hi @Heurex ,
From what I’ve been investigating and based on what the log shows, and considering that you mention the crash happens when you change levels, it seems like it could be related to a sound. In the stack trace FAudioDevice::StopSoundsUsingResource appears.

As far as I understand, that function runs when Unreal performs a level travel and needs to stop all the sounds that are currently active in that level. Basically it works like an “emergency shutdown” command that the engine issues when changing maps to force audio components to release their sound files before those resources are freed from memory.

The crash can happen if the sound resource gets released a moment before the audio system finishes processing that stop command. In that case the engine ends up trying to access a sound that no longer exists in memory.

If you have any sound active in the level, it could be causing the issue. Maybe trying to pause or stop them before triggering the map change could help avoid the crash.

You could also try the command au.Debug.SoundWaves 1 , which lets you see which sounds are currently active at that moment, to check if there is any issue there.

Also make sure that the levels you are trying to load are added to the “List of maps to include in a packaged build” array in the Project Settings, since missing maps there can sometimes cause unexpected issues when travelling between levels in a packaged build.


You can check this in Project Settings → Packaging → List of maps to include in a packaged build. Just press the + button and add the maps you want to be available in the packaged game.

Otherwise, if you could share a bit more about how you are handling sounds in that level (music, audio components, spawned sounds, etc.), I could try to reproduce the crash on my side and see if I can find another possible solution.

Hope it helps!