Compile error with UE 5.6.1

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Hello,

I moved to the latest version of the engine (5.6.1) and using version 2.03.09 of the Unreal Integration prevents compilation. It is related to a mistype in the generated FMODCallbackHandler source file

I found a solution in replacing the plugin’s Intermediate folder with the downloaded copy. It may be due to the fact that the mistake exists in the Linux version of the plugin (I have a Windows host but package for Linux).

Will there be an update for this issue? It is breaking compilation of my project and while it is a simple fix, it is annoying and repetitive.

I get this too on Windows. If I delete the Intermediate folder, FMODCallbackHandler.gen.cpp is simply recreated again with the same error. It should be FMODCallbackHandler.h, but I can’t find where it changes it…

We are currently looking into this.

It appears that the Engine is generating an incorrect header file path, as far as I can tell it is something that was introduced in UE5.6.1 and likely related to UE-295700.

4 Likes

We experience the same problem here with FMOD 02.03.09 after upgrading to UE5.6.1. FMODCallbackHandler.gen.cpp isn’t generated properly. It would be great to have a solution to this, as it’s now preventing us from upgrading the engine.

There is an issue in the engine caused by UE-295700. Due to the FMODCallbackHandler.h file being in the same directory as the folder named FMOD,and that folder being added to the PublicIncludePathsin the Build.cs, when the UHT attempts to generate a .cpp for the header it chops the front of the filepath off thinking that it’s a relative directory path.

Even if our naming convention isn’t ideal and may not be expected, the fact that they are just string comparing the front of the path without checking if it’s a directory doesn’t seem great.

We have a workaround for this which will go out in the next release. In the next major FMOD version we will likely remove the old file completely.

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Hey , I temporarily fixed this to allow it to compile by renaming the file from FMODCallbackHandler.h to CallbackHandlerFMOD.h and adjusting the .generated.h reference to #include “CallbackHandlerFMOD.generated.h” within the file.

As mentioned the UHT is removing the “FMODC” part of the filepath - I assume the C is chopped because it assumes an extra character after the FMOD (i.e. FMOD/).

Maybe I’m simple minded but it worked… :smiley:

2 Likes

That is also a valid solution and one we contemplated, a problem we always need to worry about is compatibility with projects that are updating FMOD versions and changing the name could break any project which is already using it. Which is why we moved it, so that the name doesn’t change, and redirected the old file to the new one in case that one gets used.

:100:

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I just spent a couple of days working on a gamejam game using 5.6 and I did a test-package of my game and FMOD made it fail. I’ve tried a bunch of things but the only thing that helped was to remove everything that had to do with FMOD.

I’ve already spent lot of time on making the Events for my game so I would like to get this working. I don’t really understand how to fix it like mentioned above. When I try to add the Plugins into a test project I get The following modules are missing or built with a different engine version:

“FMODStudio
FMODStudioEditor
FMODStudioNiagara

Would you like to rebuild them now?”

But then it fails at building them.

would that version be .03.1? Or would that be .04? If so would that still work on UE 5.6.1? We are currently version locked. So if it is in 5.7+ that would just be good to know.

It sounds like you may be trying to compile the plugin from Github, which does not contain any libs.

First you need to get the integration from the downloads page and either modify the corresponding files to match github or replace the integration source files with the files from github.

See 2.12 Compiling the plugin (Optional).

Our integration will contain a fix to work with UE 5.6.1 in the next release (2.03.10).

Epic have not yet commented on fixing this in the engine: UHT #includes generating the incorrect path - #15 by RelaX92 - Pipeline & Plugins - Epic Developer Community Forums

Hi,
I’m seeing this error as well. I think I will be going with the temporary fix suggested by jmccormicksae.
Can you give an indication of when we can expect 2.03.10 if Epic doesn’t fix it?

Cheers
Dominik

All I can say is “soon”, as the release still needs to pass our internal QA.

Thank you.