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Error: Runnable thread AudioThread crashed.

I'm not sure if this is something I did or the latest hot fix 4.20.3 that caused this to happen. Inside editor everything is fine, no crash when doing the same steps. Once I package m game though I go to my main menu, click play (which opens a map which is the actual game) and I get this crash.

The log reports this.


There are lots of "Waited 2475.292236ms for audio thread" posting in the log before the crash happens. I can't debug since it happens only in the game and I can't few the methods in the stack trace unless their is a trick to do so?

The project has one C++ class so I tried deleting intermediate and saved folder before rebuilding to no avail.

Product Version: UE 4.20
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asked Sep 24 '18 at 02:32 PM in Bug Reports

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avatar image Jeff A ♦♦ STAFF Sep 24 '18 at 07:27 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



avatar image Nonlin Sep 25 '18 at 03:21 AM

What if I'm not sure if it is an engine bug or otherwise? I'm not sure what the steps to reproduce are so I'm currently refraining from submitting anything there. Thanks for the heads up though.

Perhaps this needs to be moved?

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I've found the problem but haven't made sense of it yet.

The problem BP node was Push Sound Mix Modifier but the pushing alone wasn't the issue it was the file it was pushing. I instead made a new "Sound Mix" file and used that instead and the crash went away.

The original sound mix file was made in 4.20.2 and I can only guess moving from it to 4.20.3 caused the issue or something else went wrong?

If someone can advise how I can drop down to 4.20.2 to reproduce great if not I'm not sure what else to say other than if someone else runs into this, see if removing "Push Sound Mix Modifier" helps and if it does trying making a new Sound Mix file and use that instead.

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answered Sep 25 '18 at 04:29 AM

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