Hello, my programming team uses a custom version of Unreal 5.4.0, and we are trying to incorporate FMOD to it. We have downloaded the plugin for Unreal 5.4 and correctly set it up, working perfectly in the editor using components, blueprints and even in C++.
We build the game using Jenkins, and when it tries to build it, this error shows up:
Library ‘E:\P4\Grupo1\Dreadbone\Plugins\FMODStudio\Source\FMODStudio....\Binaries\Win64\fmodL_vc.lib’ was not resolvable to a file when used in Module ‘FMODStudio’, assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Library ‘E:\P4\Grupo1\Dreadbone\Plugins\FMODStudio\Source\FMODStudio....\Binaries\Win64\fmodstudioL_vc.lib’ was not resolvable to a file when used in Module ‘FMODStudio’, assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
along with a lot of messages like this one:
E:\P4\Grupo1\Dreadbone\Plugins\FMODStudio\Intermediate\Build\Win64\UnrealGame\Inc\FMODStudio\UHT\FMODAsset.generated.h(1): Error: Failed to rename exported file: ‘E:\P4\Grupo1\Dreadbone\Plugins\FMODStudio\Intermediate\Build\Win64\UnrealGame\Inc\FMODStudio\UHT\FMODAsset.generated.h.tmp’
and the same massage for a lot of files. Could it be a difference between the version the plugin uses and the Unreal version we are using? Is it maybe an error with the way Jenkins is building plugins?