# Build Failed, "Missing precompiled manifest for 'FMODStudio" - 4.25.1

**URL:** https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973
**Category:** Unreal Engine
**Created:** [July 15, 2020, 3:40am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973 "2020-07-15T03:40:30Z")
**Posts on this page:** 9
**Page:** 1

<div class="post-metadata">

### Author: ![nickstevens000](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nickstevens000/32/967_2.png) [@nickstevens000](https://qa.fmod.com/u/nickstevens000)
#### Post date: [July 15, 2020, 3:40am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/1 "2020-07-15T03:40:30Z")

</div>

Hello, I’m getting this error when building on UE4 with the latest FMOD.

```
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'FMODStudio'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in FMODStudio.build.cs to override.
UATHelper: Packaging (Windows (64-bit)): Took 56.0188004s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\m-user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Epic+Games+UE_4.25\UBT-The_Nights-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

```

FMOD is inside the Engine’s Plugin directory. I am using the 4.25 FMOD plugin because the 4.25+ doesn’t load at all.

Any clues?

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<div class="post-metadata">

### Author: ![nickstevens000](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nickstevens000/32/967_2.png) [@nickstevens000](https://qa.fmod.com/u/nickstevens000)
#### Post date: [July 15, 2020, 3:59am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/2 "2020-07-15T03:59:10Z")

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If I put FMOD into my project’s Plugins folder then it fails with this.

```
UATHelper: Packaging (Windows (64-bit)): X:/Unreal Projects/The_Nights/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/AnimNotify_FMODPlayEvent__pf122477288.cpp(458): fatal error C1083: Cannot open include file: '../Plugins/FMODStudio/Source/FMODStudio/Classes/FMODEvent.h': No such file or directory
UATHelper: Packaging (Windows (64-bit)): [50/53] Module.NativizedAssets.3_of_3.cpp
UATHelper: Packaging (Windows (64-bit)): X:/Unreal Projects/The_Nights/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/TestCar__pf3721807828.cpp(465): fatal error C1083: Cannot open include file: '../Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAudioComponent.h': No such file or directory

```

Edit: It seems to fail when it’s nativizing Blueprints.

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<div class="post-metadata">

### Author: ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)
#### Post date: [July 15, 2020, 5:28am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/3 "2020-07-15T05:28:03Z")

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We just updated the UE4.25 and UE4.25+ plugins on our download page a couple of hours ago. Get the latest FMOD UE4 integration, make sure the file you download has “\_patch1.zip” and see if your problem persists.

Cheers

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<div class="post-metadata">

### Author: ![nickstevens000](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nickstevens000/32/967_2.png) [@nickstevens000](https://qa.fmod.com/u/nickstevens000)
#### Post date: [July 15, 2020, 6:38am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/4 "2020-07-15T06:38:16Z")

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Hi, yes it is still happening. I uninstalled FMOD from everything, and then put the new patch1 build into the Plugins folder of my project because I still can’t get it to run from the Engine folder. It gave me an error saying that they plugin was made for another version of Unreal but it lets me recompile it. It works fine in the editor but it still errors out when building Blueprints with **nativization**. If I build a normal game, no nativization, it works fine.

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [July 17, 2020, 5:45am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/5 "2020-07-17T05:45:59Z")

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Are you using the 4.25 (not the 4.25+) integration?  
Are you using FMOD version 2.00 or 2.01?

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<div class="post-metadata">

### Author: ![nickstevens000](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nickstevens000/32/967_2.png) [@nickstevens000](https://qa.fmod.com/u/nickstevens000)
#### Post date: [July 17, 2020, 8:10am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/6 "2020-07-17T08:10:45Z")

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I’m using the 4.25 integration with Unreal 4.25.1, as well as latest FMOD 2.01.

I did some more testing with other blueprints in a new clean project. It’s the same result and fails during nativization on all of the BPs. I’m sure it will fail in any other project if you guys do happen get around to testing this.

Thanks

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [July 21, 2020, 1:05am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/7 "2020-07-21T01:05:37Z")

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I have not been able to reproduce this, are you able to provide a small project that shows the issue?

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<div class="post-metadata">

### Author: ![nickstevens000](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nickstevens000/32/967_2.png) [@nickstevens000](https://qa.fmod.com/u/nickstevens000)
#### Post date: [August 1, 2020, 9:57am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/8 "2020-08-01T09:57:58Z")

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Hello, I’ve been busy and haven’t been able to make a project yet.

This can be reproduced with these steps:

1. Build FMOD Sample Project to a UE content folder, preferably a new “ **advanced vehicle** ” project.
2. Edit the existing advanced vehicle buggy blueprint.
3. In the blueprint, set the RPM parameter of the vehicle sound (FMOD) to the vehicles RPM (UE).
4. Turn on Blueprint nativization in UE project settings and make it “ **Inclusive** ”.
5. Package project as “ **Shipping** ”.
6. See build fail with message from above.

I will try to make a project this weekend.

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [August 3, 2020, 5:52am UTC](https://qa.fmod.com/t/build-failed-missing-precompiled-manifest-for-fmodstudio-4-25-1/15973/9 "2020-08-03T05:52:03Z")

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Thanks for the information but unfortunately I’m still unable to reproduce the errors.  
What patch version of UE4.25 are you using?
