Android package ERROR on FMOD 2.03.01 + UE 5.4.1 + Windows

Hi guys!

When we package a project for Android in UE5.4.1 on Windows, the build is interrupted by an error.

[70/376] Compile [arm64] FMODAudioLinkInputClient.cpp (0:04.76 at +0:04)
In file included from C:/Gitlab-Runner/builds/xXQQrCzna/0/nakamoto/HS/HSClient/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.cpp:1:
In file included from C:/Gitlab-Runner/builds/xXQQrCzna/0/nakamoto/HS/HSClient/Plugins/FMODStudio/Intermediate/Build/Android/a/UnrealGame/Development/FMODStudio/PCH.FMODStudio.h:3:
In file included from C:/Gitlab-Runner/builds/xXQQrCzna/0/nakamoto/HS/HSClient/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioPrivatePCH.h:4:
In file included from Runtime/Core/Public/CoreMinimal.h:28:
In file included from Runtime/Core/Public/Misc/AssertionMacros.h:14:
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/String/FormatStringSan.h(112,3): error: static_assert failed due to requirement ‘bFmtStrErr<UE::Core::Private::FormatStringSan::TAtArgPos<1>>’ “‘%l’ expects integral arg (eg. char, int, long, etc.)”
FMT_STR_ERR(StatusLNeedsIntegerArg, “‘%l’ expects integral arg (eg. char, int, long, etc.)”);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/String/FormatStringSan.h(93,5): note: expanded from macro ‘FMT_STR_ERR’
static_assert(bFmtStrErr, Description);
^ ~~~~~~~~~~~
C:/Gitlab-Runner/builds/xXQQrCzna/0/nakamoto/HS/HSClient/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.cpp(147,9): note: in instantiation of template class ‘UE::Core::Private::FormatStringSan::TPresentErr<15>::TErrMsg<UE::Core::Private::FormatStringSan::TAtArgPos<1>>’ requested here
UE_LOG(LogFMODAudioLink, Verbose, TEXT(“Sound Created: %s , Consumer = %” PRIu64 “.”), *sourceName, ConsumerPtr);
^
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/Logging/LogMacros.h(240,3): note: expanded from macro ‘UE_LOG’
UE_PRIVATE_LOG(PREPROCESSOR_NOTHING, constexpr, CategoryName, Verbosity, Format, ##VA_ARGS)
^
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/Logging/LogMacros.h(275,3): note: expanded from macro ‘UE_PRIVATE_LOG’
UE_VALIDATE_FORMAT_STRING(Format, ##VA_ARGS);
^
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/String/FormatStringSan.h(20,36): note: expanded from macro ‘UE_VALIDATE_FORMAT_STRING’
#define UE_VALIDATE_FORMAT_STRING UE_CHECK_FORMAT_STRING
^
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/String/FormatStringSan.h(12,10): note: expanded from macro ‘UE_CHECK_FORMAT_STRING’
(void) UE_FMT_STR_Status{};
^
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/String/FormatStringSan.h(112,3): error: static_assert failed due to requirement ‘bFmtStrErr<UE::Core::Private::FormatStringSan::TAtArgPos<0>>’ “‘%l’ expects integral arg (eg. char, int, long, etc.)”
FMT_STR_ERR(StatusLNeedsIntegerArg, “‘%l’ expects integral arg (eg. char, int, long, etc.)”);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C:/Program Files/Epic Games/UE_5.4/Engine/Source/Runtime/Core/Public/String/FormatStringSan.h(93,5): note: expanded from macro ‘FMT_STR_ERR’
static_assert(bFmtStrErr, Description);
^ ~~~~~~~~~~~

FMOD v2.03.01 is used during the build.

Build settings in Target.cs:
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;

If we pack the project with other settings, FMOD builds correctly, for example:
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;

Thank you for reporting this issue, it does appear to be a bug in the integration for UE5.4. I have raised a task to fix this and hopefully we can get it out in the next release.

Hello, we have the same error, version 20222, but on Unreal Engine when building on PS4. Can you tell me how to solve the problem or when it will be solved? Thank you

The fix for this will be going out in our next release, but for now you can find the fix on our github repo:
Fixed builds failing due to String Format. · fmod/fmod-for-unreal@513d95b · GitHub.