I’m trying to use the new UE4.25 integration with FMOD 2.00.10. But if I want to include the module in PrivateDependencyModuleNames… crash
It seems that UE4Editor-FMODStudio.lib is missing and I saw that even in the downloadable archive (and for a reason I don’t know there is now 2 integrations of FMOD a UE4.25 and a UE4.25+ well the link for this one is dead so I took the classic UE4.25)
Actually, if you’re using UE4 from launcher, you can’t put the plugin in the engine’s “Plugins” folder directly.
But you can build it from a project.
I will check if I can return it back to the engine’s “Plugins” folder if I first compile it from a project, copy the project’s FMOD install, and copy it into engine’s plugin folder.
I am having an issue with the same versions where unreal crashes every time it tries to load banks. I’m using the 4.25 rather than the 4.25+ as that won’t work at all.
UE4.25.1 Binary from Epic Launcher
FMOD 2.00.10 for UE4.25
FMOD installed in the engine folder.
When I try launching my project after updating to UE4.25 and trying to compile I get the following errors in Visual Studio:
c:\program files\epic games\ue_4.25\engine\plugins\fmodstudio\source\fmodstudio\classes\FMODAsset.h(7): fatal error C1083: Cannot open include file: ‘FMODAsset.generated.h’: No such file or directory
I get these errors with both the 4.25 and 4.25+ Integration plugins.
So I’ve successfully build my project with FMOD inside the project’s “Plugins” folder.
After that I removed the FMOD plugin from my project and put it inside the engine’s “Plugins” folder. I could launch the project but impossible to package it.
So if you want to put FMOD inside the binary install, you can’t, you have to put it in your project.
It seems logical because you don’t compile the engine when you use it from the binary’s Epic Launcher
An update in case anyone at FMOD is following this:
The following works:
UE4.25.1 from Source Code in Linux
FMOD 2.00.10 for UE4.25 (Linux)
FMOD installed in the engine folder.
Everything compiles, launches, and runs smoothly.
UE4.25.1 Binary from Epic Launcher in Windows 10
FMOD 2.00.10 for UE4.25+ (Windows)
FMOD installed in the engine folder.
When I try to launch my project for the first time it gives the error that FMODStudio & FMODStudio editor were not built using the current version.
UE4.25.1 Binary from Epic Launcher in Windows 10
FMOD 2.00.10 for UE4.25 (Windows)
FMOD installed in the engine folder.
When I try to launch my project for the first time it has to compile it but gives the following compile errors:
c:\program files\epic games\ue_4.25\engine\plugins\fmodstudio\source\fmodstudio\classes\FMODAsset.h(7): fatal error C1083: Cannot open include file: ‘FMODAsset.generated.h’: No such file or directory
So the Linux version is fine but there’s something wrong with the Windows versions that you have available for download.
We were trying to cut down the size of the download by removing some of the unused files in the intermediate directory and it looks like this may be the issue.
We just updated the UE4.25 and UE4.25+ plugins on our download page a couple of hours ago. Get the latest FMOD UE4 integration, make sure the file you download has “_patch1.zip” and see if your problem persists.
While trying to package my project to windows I get the following error:
Plugins\FMODStudio\Source\FMODStudioEditor/Private/AssetTypeActions_FMODEvent.h(5): fatal error C1083: Cannot open include file: ‘AssetTypeActions_Base.h’: No such file or directory
Also I can only build my project if FMOD is placed in the project folder so placing it in the engines plugin folder doesnt seem to work.
OK so I’m attempting to integrate FMOD into UE4 4.25.2 I’ve downloaded UE4 Integration version 2.00.10 / 4.25 + patch 1.
I unzipped it and copied it across to my UE4 4.25.2 Engine/Plugins directory (while having my project open) and when I check the Project Settings inside UE4, the FMOD plugin isn’t there.
Side note: If I complete that exact process with my project not opened, UE4 won’t even load, which in hindsight is expected.)
Is there another patch that needs to be implemented for it to work with 4.25.2 or am I overlooking something?
I’m at my wits end. I have to work on a Catalina Mac for a certain project. I’ve tried multiple versions of UE4, and the correct integrations for each one.
FMOD will seem to work at first. That is, up until I build for the first time.
My event gets into the FMOD Events folder in UE4. As soon as the first event is built, no other events ever make it there. I don’t get any error messages. The only thing that gives me an indication that it’s broken is not seeing the reassuring “FMOD Banks Reloaded” message from UE4. Hitting “Build” is doing something, but only the first built event makes it to Unreal. Also, I can’t control parameters or use live update.