Oculus Audio Geometry causing Unreal Engine 5.0.3 crash

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.

  1. 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”)

  2. Add Actor to the scene, add Static Mesh, Add Oculus Audio Geometry as Component.

  3. Run the application.

  4. 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]

kernel32

ntdll "

I figured it out 3 days later. I was not using a “Static Mesh Actor” as the documentation says, but an “Actor” with a static mesh component. You also need to register a static mesh asset to the Static Mesh Actor.

In addition, project might crash with: assertion failed : actorbelowCPU. Go to static mesh asset (double click) of the actor and “enable cpu usage” in the details.

1 Like

Thank you so much iasonsk98! Same steps still work for UE5.3!