Do you happen to have an ETA for FMOD for UE 4.16 (it was released today) ?
I would also like to know that.
In the meantime, Iâm trying to convert it myself.
Most of the errors Iâm encountering has to do with FDynamicParameter.
If you canât spare programmers at the moment, it would be most helpful to get a basic direction on how to convert it ourselves.
Thanks!
Solved the FDynamicParameter problem by #include âRunTime/Engine/Public/AudioDevice.hâ after #include âRuntime/Launch/Resources/Version.hâ on FMODAudioComponent.h.
Now Iâm facing regarding DrawEffcts or const ESlateDrawEffect::Type type.
I hope that is helpful to someone.
More progress!
I changed the type of DrawEffects on FMODEventControlTrackEditor.cpp on line 62 to const ESlateDrawEffect DrawEffects. I think it solved all compiler errors.
Now Iâm getting an unresolved linker error regarding FInteriorSettings.
Iâll update it here it thereâs any progress.
@Daniel Zaidan
If you manage to be able to build FMOD for 4.16 (and it runs on Windows / Android fine, with Oculus Audio SDK plugins), would you mind posting a step by step guide how to get it compiled for 4.16 (or a patch to be used on FMODâs source) ?
Thanks beforehand
Well, thatâs what Iâm doing here! Documenting the step-by-step approach Iâm taking.
Iâm completely stuck on the linking error:
Error LNK2019 unresolved external symbol âpublic: __cdecl FInteriorSettings::FInteriorSettings(void)â (??0FInteriorSettings@@QEAA@XZ) referenced in function âpublic: void __cdecl UFMODAudioComponent::UpdateInteriorVolumes(void)â (?UpdateInteriorVolumes@UFMODAudioComponent@@QEAAXXZ) EliosisHunt D:\eliosis\EliosisHunt\Intermediate\ProjectFiles\FMODAudioComponent.cpp.obj
I have just updated our github with the changes required for UE4.16.
These changes will be in our next official release in a couple weeks.
Thanks Cameron, just wanted to find out if there could be any problems occuring with the new optional Unreal Audio Engine now in 16 - we wanted to run some internal test and would love to be able to rule out most of the problems and challenges beforehand.
Thanks a lot Camaron!
It worked great in the editor (I still havenât tested in my target platforms).
However, Iâd like to note that there was a compiler error regarding the collapse relative directories function.
I ended up just commenting that out and I think it worked fine.
Cheers!
Dan Zaidan
Did anyone else have any problem building a shipping build (for Win64)?
VS gives another linker error: one or more multiply defined symbols found.
(Referring to the FInterior::FInteriorSettigs(void) at FMODStudioModule.cpp. It points that it is alredy defined in Module.Engine.7_of_38.cpp)
So, I am trying to follow docs about building from github and yet again, docs arenât clear and I am failing to regenerate project files
just wanted to confirm that you cannot build your game with the current github release with Daniels tip for âcommenting outâ the error on building.
So i recommend everybody to stay away from updating unless there is a new announcement.
@Fabio Buccheri
Docs are not clear how get github source to compile.
âAdd FMOD dynamic libraries into the FMODStudio/Binaries/Platform/ directory. The libs can be obtained in the Programmers API download or from the UE4 integration downloadâ - I downloaded API stuff for Win and Android and I have no idea where to copy what in my UE4 Projectâs Plugins/FMODStudio/ folder. Entirely different folder structures.
If I simply copy source code from archiveâs Source/ folder into my UE4 Projectâs Plugins/FMODStudio/Source/ folder (1.09.04 plugin), replace files and try regenerate solution, I get errors.
@Alex Zubov
I tried copying the GitHub files on top of the 4.15 files I downloaded from the downloads page (replacing any conflicts) but the linker error still happened.
Assuming the 4.15 version has all the libs properly setup, the problem must be on the solution to the original Linker problem, not the way weâre comping the plugin from GibHub.
This thread shows both the original and the new problem:
This thread shows the solution applied (in the GitHub page) to the original problem:
https://answers.unrealengine.com/questions/599359/error-lnk2019-unresolved-external-symbol.html
I messaged WssIDs in the forums to check if he had any shipping build errors.
Iâll let you guys know if he answers. (It may be a good idea for you to also send him a message and show that there are more people interested in this).
Have anyone had any progress?
Github now has the changes required to build in UE4.16, thanks for the link Daniel, it confirmed our findings and seems like a bug/oversight on Epicâs side.
Thanks so much for updating the code on GitHub, Cameron!
We are definitely on the solving-problems-from-the-Unreal-source territory now.
I donât know if you have access to UDN or an otherwise closer contact with a dev from Epic, because they really donât seem answer this kind of question from the forums or the answer hub very effectively. I guess their system has become so overwhelmingly complex that not even they know what is going on and what breaks whatâŚ
Now, Iâm able to compile the Visual Studio project in both DevelopmentEditor and Shipping modes.
However, there is a problem in the cooking process when packaging the project).
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property âStructProperty /Game/MyContent/Models/Alien/Model/CharBP_Alien.CharBP_Alien_C:SpawnPickableItem.CallFunc_PlayEvent2D_ReturnValueâ. Unknown structure.
It gives an error like that for every use of FMOD Event Instance Structure in the project (in this case, it was the return value of a PlayEvent2D node).
I tried in a brand new project created from 4.16 (to make sure the problem didnât arise from conversion the project from 4.15) and the same cooking error occurred.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property âStructProperty /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C:ExecuteUbergraph_FirstPersonExampleMap.CallFunc_PlayEvent2D_ReturnValueâ. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogBlueprint:Error: [Compiler PersistentLevel.FirstPersonExampleMap] Error Could not find a function named âEventInstanceSetPitchâ in âFirstPersonExampleMapâ.
UATHelper: Packaging (Windows (64-bit)): Cook: Make sure âFirstPersonExampleMapâ has been compiled for Event Instance Set Pitch from Source: /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogBlueprint:Error: [Compiler PersistentLevel.FirstPersonExampleMap] Error Could not find a function named âPlayEvent2Dâ in âFirstPersonExampleMapâ.
UATHelper: Packaging (Windows (64-bit)): Cook: Make sure âFirstPersonExampleMapâ has been compiled for Play Event 2D from Source: /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap
Iâve been trying to solve this for the past several hours.
Here are the links Iâm using to try and solve the problem:
https://answers.unrealengine.com/questions/337507/unknown-structure-error-when-cook.html
https://answers.unrealengine.com/questions/54781/blueprint-struct-unknown-structure-crash.html
Apparently, a supposed fix has to do with renaming the struct (or the variable?).
Iâve been unsuccessfully trying that, so I decided to post the problem and the links here.
Did you happen to have this problem while cooking a project that used this plugin?
Simply renaming the struct to something else and making sure everybody who uses it uses the new name doesnât solve the problemâŚ
USTRUCT(BlueprintType)
struct FFMODEventInstance
{
GENERATED_USTRUCT_BODY()
FMOD::Studio::EventInstance* Instance;
};
to
USTRUCT(BlueprintType)
struct F_EH_FMODEventInstance
{
GENERATED_USTRUCT_BODY()
FMOD::Studio::EventInstance* Instance;
};
Same error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property âStructProperty /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C:ExecuteUbergraph_FirstPersonExampleMap.CallFunc_PlayEvent2D_ReturnValueâ. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogBlueprint:Error: [Compiler PersistentLevel.FirstPersonExampleMap] Error Could not find a function named âEventInstanceSetPitchâ in âFirstPersonExampleMapâ.
UATHelper: Packaging (Windows (64-bit)): Cook: Make sure âFirstPersonExampleMapâ has been compiled for Event Instance Set Pitch from Source: /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap
Tried a bunch of other stuff:
Other links:
https://answers.unrealengine.com/questions/337507/unknown-structure-error-when-cook.html
https://answers.unrealengine.com/questions/54781/blueprint-struct-unknown-structure-crash.html
https://answers.unrealengine.com/questions/437206/unknown-cook-failure-3.html
https://answers.unrealengine.com/questions/281819/how-to-solve-activeclassredirects-error.html
(Really thought that last was going to solve itâŚ)
Now my brain in completely numb⌠Iâll keep banging my head against that problem tomorrow.