Quick answer: Set the music SoundWaves to the Streaming loading behavior and enable Stream Caching, so only the leading chunk loads and the rest streams from disk during playback.
Short SFX belong in memory; multi-minute music does not. Marking long tracks as Streaming keeps a small cache resident and pulls the rest from disk, freeing megabytes of RAM.
How to fix it
1. Set the loading behavior to Stream
On each long music SoundWave, set Loading Behavior to Retain On Load or Stream rather than Force Inline, so the whole asset no longer stays resident.
2. Enable stream caching
Turn on Stream Caching in Project Settings > Audio and tune the cache size budget so the streaming reads stay ahead of playback without holding the entire track.
3. Verify with audmemreport
Run au.Debug.Sounds or the audio memory report to confirm the music wave reports a small resident size and is actually streaming, not inlined.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.