I have managed to get the oculus spatialisation, and it is brilliant. However, I am struggling with setting up propagation.
I am experiencing a crash in my Unreal Engine 5 project whenever I add Oculus Audio Geometry to the scene. The application runs without any issues when the Oculus Audio Geometry is not included in the project, however, I cannot get audio propagation to work, I do not understand the error logs either. On the other hand Spatialisation works great.
I am following the official documentation: https://developer.oculus.com/documentation/unreal/audio-osp-ue/
[Steps to Reproduce]
1 Open the Unreal Engine project.
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Setup Oculus Audio according to setup under the following sections (First: “Setup a Project to Use Oculus Audio”, Second: “Add a Sound to the Scene”, Third: “Set up Audio Propagation”)
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Add Actor to the scene, add Static Mesh, Add Oculus Audio Geometry as Component.
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Run the application.
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Observe that the application crashes.
Note: It does not happen when using Oculus Audio Material alone. I know I need both for propagation but it crashes because of Oculus Audio Geometry.
[Expected Behaviour]
The application should run without any issues, regardless of whether or not Oculus Audio Geometry is included in the project.
[Actual Behaviour]
The application crashes when Oculus Audio Geometry is included in the project.
[Environment]
Oculus Audio version: 1.34.0
Unreal version: 5.0.3
Operating system: Windows 10
Graphics card: Nvidia GeForce GTX 1080, Installed: 471.11
Logs:
"Assertion failed: Actor != nullptr [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\Oculus\OculusAudio\Source\OculusAudio\Private\OculusAudioGeometryComponent.cpp] [Line: 49]
UnrealEditor_OculusAudio!UOculusAudioGeometryComponent::TickComponent() [D:\build++UE5\Sync\Engine\Plugins\Runtime\Oculus\OculusAudio\Source\OculusAudio\Private\OculusAudioGeometryComponent.cpp:49]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_8e93cba63652895611dfa1bc126611cb> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:3931]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1070]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:653]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilIdle() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2105]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:582]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1546]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
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