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UE4: Building crashes when validating License (WwisePostBuildSteps.bat)

0 votes

Using UE 4.24

Building Target 'Development' from VS (for client build). After compiling/linking successfully, the build process triggers: PostBuild-1.bat which triggers WwisePostBuildSteps.bat

"C:\TIM_FULL\TimeWatch\Plugins\Wwise\Source\AkAudio\WwisePostBuildSteps.bat" "C:\TIM_FULL\Engine\Binaries\Win64\UE4Editor-cmd.exe" "C:\TIM_FULL\TimeWatch\TimeWatch.uproject" Game -run=AkPluginActivator -platform=Win64 -configuration=Profile -targetconfig=Development

This causes the Engine to start up for validating the license. Then the engine fails to open and crashes:

Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00001888
Error: [Callstack] 0x00007ff887a56728 UE4Editor-Engine.dll!TSet<TTuple<TSubclassOf<USubsystem>,USubsystem *>,TDefaultMapHashableKeyFuncs<TSubclassOf<USubsystem>,USubsystem *,0>,FDefaultSetAllocator>::FindId() [C:\TIM_FULL\Engine\Source\Runtime\Core\Public\Containers\Set.h:702]
Error: [Callstack] 0x00007ff887a5e2cd UE4Editor-Engine.dll!FSubsystemCollectionBase::GetSubsystemInternal() [C:\TIM_FULL\Engine\Source\Runtime\Engine\Private\Subsystems\SubsystemCollection.cpp:51]
Error: [Callstack] 0x00007ff866470773 UE4Editor-Paper2DEditor.dll!UEditorEngine::GetEditorSubsystem<UImportSubsystem>() [C:\TIM_FULL\Engine\Source\Editor\UnrealEd\Classes\Editor\EditorEngine.h:3183]
Error: [Callstack] 0x00007ff86655334b UE4Editor-Paper2DEditor.dll!FPaper2DEditor::OnPostEngineInit() [C:\TIM_FULL\Engine\Plugins\2D\Paper2D\Source\Paper2DEditor\Private\Paper2DEditorModule.cpp:184]
Error: [Callstack] 0x00007ff8664f964e UE4Editor-Paper2DEditor.dll!TBaseRawMethodDelegateInstance<0,FPaper2DEditor,void __cdecl(void)>::ExecuteIfSafe() [C:\TIM_FULL\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:541]
Error: [Callstack] 0x00007ff63fba449d UE4Editor-Cmd.exe!TBaseMulticastDelegate<void>::Broadcast() [C:\TIM_FULL\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1013]
Error: [Callstack] 0x00007ff63fbb19d0 UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3038]
Error: [Callstack] 0x00007ff63fbab18d UE4Editor-Cmd.exe!GuardedMain() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\Launch.cpp:131]
Error: [Callstack] 0x00007ff63fbab4ca UE4Editor-Cmd.exe!GuardedMainWrapper() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:134]
Error: [Callstack] 0x00007ff63fbbbc0e UE4Editor-Cmd.exe!WinMain() [C:\TIM_FULL\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:263]
Error: [Callstack] 0x00007ff63fbbdbc2 UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

This only happens when building 'Development' (for outputing a client binary).

This does not happens when building/opening the Editor with the project.

Avoiding the execution of that .bat file, the build works ok and outputs a good Client build, which runs ok but no audio.


Does anyone have any ideas?

Thanks in advance!

asked Mar 17 in General Discussion by Nicolas M. (140 points)
I encountered the same problem, did you solve it?
Check the approved answer!

1 Answer

+1 vote
Best answer
We hit an issue similar to this one. The Post Build step launches the editor and on our build machines we just sync code without content. This was causing our compile step to crash as it was trying to load an editor that relied on the content being present. It took a while to track down the cause of the "compiler" error.

It looks like this activator commandlet is used to include plugins that are specified in an asset, Wwise/EditorOnly/ActivatedPlugins.uasset. Our current solution is to not use the Post build step and instead just add any needed plugins through the standard Unreal methods of adding them in the .Build.cs file(s) instead.
answered Mar 17 by Matt H. (460 points)
selected Mar 23 by Nicolas M.
I thought it was for License Activation and not for Plugin Activation. Now I fill way more safe of turning that off. I just added an 'exit' at the top of the file [proj]\Plugins\Wwise\Source\AkAudio\WwisePostBuildSteps.bat
That prevents the CommandLet to crash and everything works just fine!

Thanks a lot!