We’re having a few problems with the new FMod integration style and generated assets.
Originally we had just the sound banks in Perforce and the assets being generated by the commandlet during the build process, but this was causing intermittent problems.
We’ve since moved to storing the generated assets in Perforce as well. We check-in the Studio generated banks and the Unreal generated assets in the same change list. This way, we assumed, whoever gets that change list wouldn’t have anything generate locally.
However when other users get our check-ins it insists on trying to recreate BankLookUp.uasset. Checking the log the Bank and Asset lookup files get found ok (as well as the sound banks) , but there are two warnings:
LogClass: Warning: ObjectProperty FFMODLocalizedBankTable::Banks is not initialized properly. Module:FMODStudio File:Private/FMODBankLookup.h LogClass: Display: BoolProperty FFMODProjectLocale::bDefault is not initialized properly. Module:FMODStudio File:Classes/FMODSettings.h
We don’t have any locales created as yet, but I’m assuming that wouldn’t be related? One of our sound banks is using an audio table, but it seems to be working ok. There aren’t any other warnings or assets being affected as far as I can tell.
I did a binary compare from a generated one and the changelist one, and there are about 32 bytes difference from offset 168, but the rest (including the size) is the same. I couldn’t quite decipher what they would be linked to in FModAssetBuilder.cpp , if I’m looking in the right place there.