Animation Preview No Longer Works (2.03.08 - 5.5)

Hi,

I can’t promise an exact timeline, but a fix is currently scheduled for our next release of 2.03. As for a workaround, if you modify the following code in the FMOD for Unreal integration, it should resolve the problem:

  • ./Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAudioComponent.h:
class FMODSTUDIO_API UFMODAudioComponent : public USceneComponent
{
    GENERATED_UCLASS_BODY()
    friend struct FFMODEventControlExecutionToken;
    friend class UFMODBlueprintStatics; // <- new code, line 142
    friend struct FPlayingToken;
    friend FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters);
}
  • ./Plugins/FMODStudio/Source/FMODStudio/Private/FMODBlueprintStatics.cpp:
    if (bAutoPlay) // <- around line 120,depending on your plugin version
    {
        // replace contents of if statement with the following:
        EFMODSystemContext::Type SystemContext = 
            (GWorld && GWorld->WorldType == EWorldType::Editor) ? EFMODSystemContext::Auditioning: EFMODSystemContext::Runtime;
        AudioComponent->PlayInternal(SystemContext);
    }
    return AudioComponent;

Let me know if you run into any issues with it.

Edit: the above workaround has been edited to function properly by replacing usage of EFMODSystemContext::Editor with EFMODSystemContext::Auditioning.