UE5.2 crash caused by niagara particle system + audio spectrum 'NiagaraDataInterfaceAudio'

Anthony_Attwood
Thu, 18 May 2023 20:19:12 +0000
FX

UE5.2 crashes when using an audio spectrum scratch module in the stack when pressing ‘play’ to test the game.

The set up is simple: Particles are positioned on the normals of a custom static mesh. Such as using ‘static mesh location’.

The particle size and velocity is then driven using a scratch pad module where the audio spectrum is driving these vectors when the music plays.

in-editor it works fine. When playing the project the whole thing crashes.

This is the same now for using either static mesh location, a custom scratch module for triangle position reference or using the various methods of skeletal mesh location so that the particles take the form of the mesh.

I am currently installing symbols for debugging and will report back what I find.

UPDATE:

More info here.

What happened is that when I first booted the engine and hit ‘play’ to test my level, the system worked fine including the music reactivity for the particles.

When I stopped the playtest and opened up the niagara system. I closed it making no changes and then hit ‘play’ again to test my level. The editor crashed again and now it keeps crashing there after even after a restart.

Here it is in copy/ paste format:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff00000000

UnrealEditor_Niagara!FNiagaraDataInterfaceProxySubmix::AddSubmixListener() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraDataInterfaceAudio.cpp:191]
UnrealEditor_Niagara!TBaseRawMethodDelegateInstance<0,FNiagaraDataInterfaceProxySubmix,void __cdecl(unsigned int),FDefaultTSDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:425]
UnrealEditor_Engine!TMulticastDelegate<void __cdecl(unsigned int),FDefaultTSDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:988]
UnrealEditor_Engine!FAudioDeviceManager::CreateNewDevice() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp:752]
UnrealEditor_Engine!FAudioDeviceManager::RequestAudioDevice() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp:477]
UnrealEditor_Engine!UGameViewportClient::Init() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameViewportClient.cpp:527]
UnrealEditor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:3075]
UnrealEditor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1680]
UnrealEditor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1943]
UnrealEditor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2956]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1257]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1160]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1792]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:519]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5812]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:284]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Here’s an alternative version of the crash report after adding a default submix from the ‘engine content’

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