I’ve done all the deployment stuff required for make FMOD works.
I’ve put FMOD source inside my game project so I can debug it.
In editor all works, but if I debug a Development game version (with coocked content) all FMOD module startup and bank loading is ok, but, everytime I call a FMODAudioComponent SetEvent from blueprint, in c++ code I receive a NULL as input event… . …!!
That line serializes the blueprint way before any other initialization step, including the FMOD plugin initialization. The Unreal engine will then silently fail to serialize FMOD and leave the references as undefined in the packaged game.
To fix it, you can initialize FMOD first, just above that line:
In order for that to work you’ll also want to #include “FMODStudioModule.h” in that file, and make sure FMODStudio is in the list of referenced projects in the game’s build.cs file.