# ETA for FMOD for UE 4.16 ?

**URL:** <https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199>\
**Category:** Unreal Engine\
**Created:** [May 24, 2017, 5:32pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199 "2017-05-24T17:32:48Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)\
**Post date:** [May 24, 2017, 5:32pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/1 "2017-05-24T17:32:48Z")

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Do you happen to have an ETA for FMOD for UE 4.16 (it was released today) ?

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 25, 2017, 1:37pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/2 "2017-05-25T13:37:08Z")

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> [@](#):
>
> 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, I’m trying to convert it myself.  
Most of the errors I’m encountering has to do with FDynamicParameter.

If you can’t spare programmers at the moment, it would be most helpful to get a basic direction on how to convert it ourselves.

Thanks!

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 25, 2017, 1:47pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/3 "2017-05-25T13:47:01Z")

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Solved the FDynamicParameter problem by #include “RunTime/Engine/Public/AudioDevice.h” after #include “Runtime/Launch/Resources/Version.h” on FMODAudioComponent.h.

Now I’m facing regarding DrawEffcts or const ESlateDrawEffect::Type type. 😛

I hope that is helpful to someone.

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 25, 2017, 2:25pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/4 "2017-05-25T14:25:38Z")

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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 I’m getting an unresolved linker error regarding FInteriorSettings.

I’ll update it here it there’s any progress.

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**Author:** ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)\
**Post date:** [May 25, 2017, 3:08pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/5 "2017-05-25T15:08:49Z")

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@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 FMOD’s source) ?

Thanks beforehand

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 25, 2017, 4:42pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/6 "2017-05-25T16:42:44Z")

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Well, that’s what I’m doing here! Documenting the step-by-step approach I’m taking. 🙂

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 25, 2017, 5:35pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/7 "2017-05-25T17:35:22Z")

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I’m completely stuck on the linking error:  
Error LNK2019 unresolved external symbol “public: \_\_cdecl FInteriorSettings::FInteriorSettings(void)” (??0FInteriorSettings@@QEAA@XZ) referenced in function “public: void \_\_cdecl UFMODAudioComponent::UpdateInteriorVolumes(void)” (?UpdateInteriorVolumes@UFMODAudioComponent@@QEAAXXZ) EliosisHunt D:\eliosis\EliosisHunt\Intermediate\ProjectFiles\FMODAudioComponent.cpp.obj

More info: [https://forums.unrealengine.com/showthread.php?145863-Compiling-plugin-in-4-16-causes-unresolved-external-symbol-linker-error](https://forums.unrealengine.com/showthread.php?145863-Compiling-plugin-in-4-16-causes-unresolved-external-symbol-linker-error)

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**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:** [May 25, 2017, 11:43pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/8 "2017-05-25T23:43:36Z")

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I have just updated our github with the changes required for UE4.16.

> **[fmod/ue4integration](https://github.com/fmod/ue4integration)**
>
> FMOD Studio UE4 Integration. Contribute to fmod/ue4integration development by creating an account on GitHub.

These changes will be in our next official release in a couple weeks.

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**Author:** ![Capslerone](https://avatars.discourse-cdn.com/v4/letter/c/48db29/32.png) [@Capslerone](https://qa.fmod.com/u/Capslerone)\
**Post date:** [May 26, 2017, 11:54am UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/9 "2017-05-26T11:54:26Z")

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> [@](#):
>
> I have just updated our github with the changes required for UE4.16.  
> [GitHub - fmod/fmod-for-unreal: FMOD Studio integration with Unreal.](https://github.com/fmod/ue4integration)
> 
> 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.

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 26, 2017, 11:55am UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/10 "2017-05-26T11:55:19Z")

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Thanks a lot Camaron!

It worked great in the editor (I still haven’t tested in my target platforms).

However, I’d 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

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<div class="post-metadata">

**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 26, 2017, 1:00pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/11 "2017-05-26T13:00:52Z")

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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)

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<div class="post-metadata">

**Author:** ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)\
**Post date:** [May 27, 2017, 3:30am UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/12 "2017-05-27T03:30:30Z")

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So, I am trying to follow docs about building from github and yet again, docs aren’t clear and I am failing to regenerate project files ☹

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<div class="post-metadata">

**Author:** ![Capslerone](https://avatars.discourse-cdn.com/v4/letter/c/48db29/32.png) [@Capslerone](https://qa.fmod.com/u/Capslerone)\
**Post date:** [May 27, 2017, 3:45pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/13 "2017-05-27T15:45:35Z")

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just wanted to confirm that you cannot build your game with the current github release with Daniels tip for “commenting out” the error on building.

So i recommend everybody to stay away from updating unless there is a new announcement.

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<div class="post-metadata">

**Author:** ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)\
**Post date:** [May 29, 2017, 1:13am UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/14 "2017-05-29T01:13:08Z")

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@Fabio Buccheri

Docs are not clear how get github source to compile.

“Add FMOD dynamic libraries into the FMODStudio/Binaries/Platform/ directory. The libs can be obtained in the Programmers API download or from the UE4 integration download” - I downloaded API stuff for Win and Android and I have no idea where to copy what in my UE4 Project’s Plugins/FMODStudio/ folder. Entirely different folder structures.

If I simply copy source code from archive’s Source/ folder into my UE4 Project’s Plugins/FMODStudio/Source/ folder (1.09.04 plugin), replace files and try regenerate solution, I get errors.

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 29, 2017, 1:09pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/15 "2017-05-29T13:09:31Z")

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@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 we’re comping the plugin from GibHub.

This thread shows both the original and the new problem:

> **[Compiling plugin in 4.16 causes unresolved external symbol linker error -
   ...](https://forums.unrealengine.com/development-discussion/engine-source-github/118826-compiling-plugin-in-4-16-causes-unresolved-external-symbol-linker-error?145863-Compiling-plugin-in-4-16-causes-unresolved-external-symbol-linker-error=)**
>
> Discuss GitHub, using source code to modify the engine, and the creation of engine plugins.

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](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.  
I’ll 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).

🙂

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<div class="post-metadata">

**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 30, 2017, 3:45pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/16 "2017-05-30T15:45:13Z")

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Have anyone had any progress?

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**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:** [May 31, 2017, 2:26am UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/17 "2017-05-31T02:26:09Z")

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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 Epic’s side.

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**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 31, 2017, 8:17pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/18 "2017-05-31T20:17:53Z")

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Thanks so much for updating the code on GitHub, Cameron!  
We are definitely on the solving-problems-from-the-Unreal-source territory now.  
I don’t know if you have access to UDN or an otherwise closer contact with a dev from Epic, because they really don’t 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 what… 😛

Now, I’m 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 ‘StructProperty /Game/MyContent/Models/Alien/Model/CharBP\_Alien.CharBP\_Alien\_C:SpawnPickableItem.CallFunc\_PlayEvent2D\_ReturnValue’. 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 didn’t 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 ‘StructProperty /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap\_C:ExecuteUbergraph\_FirstPersonExampleMap.CallFunc\_PlayEvent2D\_ReturnValue’. Unknown structure.  
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogBlueprint:Error: [Compiler PersistentLevel.FirstPersonExampleMap] Error Could not find a function named “EventInstanceSetPitch” in ‘FirstPersonExampleMap’.  
UATHelper: Packaging (Windows (64-bit)): Cook: Make sure ‘FirstPersonExampleMap’ 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 “PlayEvent2D” in ‘FirstPersonExampleMap’.  
UATHelper: Packaging (Windows (64-bit)): Cook: Make sure ‘FirstPersonExampleMap’ has been compiled for Play Event 2D from Source: /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap

I’ve been trying to solve this for the past several hours.  
Here are the links I’m using to try and solve the problem:  
[https://answers.unrealengine.com/questions/337507/unknown-structure-error-when-cook.html](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/54781/blueprint-struct-unknown-structure-crash.html)

Apparently, a supposed fix has to do with renaming the struct (or the variable?).  
I’ve 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?

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<div class="post-metadata">

**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 31, 2017, 8:34pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/19 "2017-05-31T20:34:27Z")

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Simply renaming the struct to something else and making sure everybody who uses it uses the new name doesn’t solve the problem…

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 ‘StructProperty /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap\_C:ExecuteUbergraph\_FirstPersonExampleMap.CallFunc\_PlayEvent2D\_ReturnValue’. Unknown structure.  
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogBlueprint:Error: [Compiler PersistentLevel.FirstPersonExampleMap] Error Could not find a function named “EventInstanceSetPitch” in ‘FirstPersonExampleMap’.  
UATHelper: Packaging (Windows (64-bit)): Cook: Make sure ‘FirstPersonExampleMap’ has been compiled for Event Instance Set Pitch from Source: /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap

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<div class="post-metadata">

**Author:** ![tdzGames](https://avatars.discourse-cdn.com/v4/letter/t/91b2a8/32.png) [@tdzGames](https://qa.fmod.com/u/tdzGames)\
**Post date:** [May 31, 2017, 10:40pm UTC](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199/20 "2017-05-31T22:40:34Z")

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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/337507/unknown-structure-error-when-cook.html)  
[https://answers.unrealengine.com/questions/54781/blueprint-struct-unknown-structure-crash.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/437206/unknown-cook-failure-3.html)  
[https://answers.unrealengine.com/questions/281819/how-to-solve-activeclassredirects-error.html](https://answers.unrealengine.com/questions/281819/how-to-solve-activeclassredirects-error.html)  
(Really thought that last was going to solve it…)

Now my brain in completely numb… I’ll keep banging my head against that problem tomorrow. 😛

[Next page](https://qa.fmod.com/t/eta-for-fmod-for-ue-4-16/13199.md?page=2)
