Hello!
I’m now using a microphone via FVoiceModule.
All works fine in 4.10, but after upgrade to 4.11, i’ve got a crash in “VoiceModuleWindows.cpp” in “CaptureDeviceCallback” function.
Exception thrown: read access violation.
lpGuid was nullptr.
UE4 crashes on this function:
voiceCapture = FVoiceModule::Get().CreateVoiceCapture();
There is my CallStack from Visual Studio 2015
UE4Editor-Voice.dll!CaptureDeviceCallback(_GUID * lpGuid, const char * lpcstrDescription, const char * lpcstrModule, void * lpContext) Line 50 C++
[External Code]
UE4Editor-Voice.dll!FVoiceCaptureDeviceWindows::Init() Line 277 C++
UE4Editor-Voice.dll!FVoiceCaptureDeviceWindows::Create() Line 74 C++
UE4Editor-Voice.dll!FVoiceModule::StartupModule() Line 38 C++
UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason, const bool bWasReloaded) Line 446 C++
UE4Editor-Core.dll!FModuleManager::LoadModule(const FName InModuleName, const bool bWasReloaded) Line 299 C++
UE4Editor-WebCameraEncode.dll!FModuleManager::LoadModuleChecked<FVoiceModule>(const FName ModuleName) Line 281 C++
UE4Editor-WebCameraEncode.dll!AMyWebCamera::BeginPlay() Line 84 C++
UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 148 C++
UE4Editor-Engine.dll!AGameMode::HandleMatchHasStarted() Line 623 C++
UE4Editor-Engine.dll!AGameMode::SetMatchState(FName NewState) Line 739 C++
UE4Editor-Engine.dll!AGameMode::StartMatch() Line 600 C++
UE4Editor-Engine.dll!UWorld::BeginPlay() Line 3159 C++
UE4Editor-Engine.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer * LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode) Line 285 C++
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 3078 C++
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2326 C++
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 1101 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1251 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 370 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2643 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
Please help!
Update 1
In 4.11.0 all works fine, but 4.11.1 crashes.