I’m having metasound causing shipping packaged builds to throw a fatal error. It is able to create the metasound object (I’m using CreateSound2d), but it errors when attempting to play the created component. It works fine in PIE or any other build, only errors in a shipping build.
After 2 full days of guessing and checking to solve the problem, I found the problem is making used of the Print Log node in a metasound. Simply deleting these nodes in my metasound fixed the issue.
I’m just posting this as a topic here as I searched exhaustively and was not able to find this listed as an issue, hopefully if someone else stumbles across this they can find this thread and have a quick fix.
I may submit this as a bug, but I’m not really inspired to do so as the last few issues I spent hours to write up and make example projects of never ended up being logged (and are still outstanding issues).
Thanks for posting this. You probably saved me a day or two of digging. I will note that the PrintLog nodes don’t need to even be triggered or connected to a trigger to cause this crash.
Found this thread as the first result while searching for an error that popped up as “LogMetaSound: Error: OnBeginActiveBuilder() call while prior builder is still active. This may indicate that multiple builders are attempting to modify the MetaSound <path_to_sound> concurrently.”
If someone else has this issue, what caused it for me was that my MetaSound was being used as a source for an Audio Track in a UI animation. Somehow this caused this issue to pop up on our build servers. It’s a bit annoying but I fixed it by playing it externally from the blueprint as a simple PlaySound2D node on a timer/delay.