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
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 pluginâs 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 canât find where it changes itâŚ
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.
We experience the same problem here with FMOD 02.03.09 after upgrading to UE5.6.1. FMODCallbackHandler.gen.cpp isnât generated properly. It would be great to have a solution to this, as itâs 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 PublicIncludePaths
in the Build.cs, when the UHT attempts to generate a .cpp for the header it chops the front of the filepath off thinking that itâs a relative directory path.
Even if our naming convention isnât ideal and may not be expected, the fact that they are just string comparing the front of the path without checking if itâs a directory doesnât 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.
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 âCallbackHandlerFMOD.generated.hâ within the file.
As mentioned the UHT is removing the âFMODCâ part of the filepath - I assume the C is chopped because it assumes an extra character after the FMOD (i.e. FMOD/).
Maybe Iâm simple minded but it workedâŚ
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 doesnât change, and redirected the old file to the new one in case that one gets used.