https://drive.google.com/file/d/10M5GBvoOwEGJg6c2zEoAtJtVi3tX5JNj/view?usp=sharing
steps to reproduce:
- generate project file and open the project in IDE.
- compile it.
- open the project in unreal editor.
- it will crash during unreal editor is opening.
stack trace:
2024-04-29 01:09:37.305 UnrealEditor[89905:6419225] [UE] [2024.04.28-17.09.37:305][ 0]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x0
2024-04-29 01:09:37.305 UnrealEditor[89905:6419225] [UE] [2024.04.28-17.09.37:305][ 0]LogMac: 0xfa9c3ee4 UnrealEditor-AudioCaptureCore.dylib!Audio::FAudioCapture::FAudioCapture() [UnknownFile])
0x6f7ae648 UnrealEditor-testAudioCaptureCorePlugin.dylib!UtestAudioCapture::UtestAudioCapture() [UnknownFile])
0x02c04274 UnrealEditor-CoreUObject.dylib!UClass::CreateDefaultObject() [UnknownFile])
0x02c08fa8 UnrealEditor-CoreUObject.dylib!UClass::InternalCreateDefaultObjectWrapper() const [UnknownFile])
0x02a5035c UnrealEditor-CoreUObject.dylib!UClass::GetDefaultObject(bool) const [UnknownFile])
0x03021eb4 UnrealEditor-CoreUObject.dylib!ProcessNewlyLoadedUObjects(FName, bool) [UnknownFile])
0x02ea0e90 UnrealEditor-CoreUObject.dylib!TBaseStaticDelegateInstance<void (FName, bool), FDefaultDelegateUserPolicy>::ExecuteIfSafe(FName, bool) const [UnknownFile])
0x04662e54 UnrealEditor-Core.dylib!void TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast<IBaseDelegateInstance<void (FName, bool), FDefaultDelegateUserPolicy>, FName, bool>(FName, bool) const [UnknownFile])
0x049b9bfc UnrealEditor-Core.dylib!FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, ELoadModuleFlags) [UnknownFile])
0x00e59708 UnrealEditor-Projects.dylib!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, TSizedDefaultAllocator<32>> const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FName, EModuleLoadResult, false>>&) [UnknownFile])
0x00e7b4a4 UnrealEditor-Projects.dylib!FPluginManager::TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) const [UnknownFile])
0x00e7ec24 UnrealEditor-Projects.dylib!FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) [UnknownFile])
0x007b0a24 UnrealEditor!FEngineLoop::LoadStartupModules() [UnknownFile])
0x007ac4c0 UnrealEditor!FEngineLoop::PreInitPostStartupScreen(char16_t const*) [UnknownFile])
0x0079a22c UnrealEditor!GuardedMain(char16_t const*) [UnknownFile])
0x007b44e8 UnrealEditor!-[UEAppDelegate runGameThread:] [UnknownFile])
0x0480cb98 UnrealEditor-Core.dylib!-[FCocoaGameThread main] [UnknownFile])
0x9b028520 Foundation!__NSThread__start__() [UnknownFile])
0x99e1ef94 libsystem_pthread.dylib!_pthread_start() [UnknownFile])
0x99e19d34 libsystem_pthread.dylib!thread_start() [UnknownFile])
2024-04-29 01:09:37.317 UnrealEditor[89905:6419225] [UE] [2024.04.28-17.09.37:317][ 0]LogExit: Executing StaticShutdownAfterError
expect:
no crash.
possible reason:
In file Engine/Source/Runtime/AudioCaptureCore/Private/AudioCaptureInternal.h
line 41. GEngine is null and it’s used with verify its value.
UE5.3.2 doesn’t have GEngine->UseSound()
workaround:
replace GEngine->UseSound()
with (GEngine != nullptr && GEngine->UseSound())
any help or thought will be appreciated.