Hi,
We’ve migrated our project to UE4.26 and with it switched to the latest FMOD integration, but unfortunatley we’re getting a crash on start up, caused by FMOD.
Here’s the call stack:
FWindowsErrorOutputDevice::Serialize(const wchar_t *,Type,const FName &) WindowsErrorOutputDevice.cpp:34
FOutputDevice::LogfImpl(Type,const wchar_t *,…) OutputDevice.cpp:56
UPackage::Save(UPackage *,UObject *,EObjectFlags,const wchar_t *,FOutputDevice *,FLinkerNull *,bool,bool,unsigned int,const ITargetPlatform *,const FDateTime &,bool,FArchiveDiffMap *,FSavePackageContext *) SavePackage.cpp:3341
UPackage::SavePackage(UPackage *,UObject *,EObjectFlags,const wchar_t *,FOutputDevice *,FLinkerNull *,bool,bool,unsigned int,const ITargetPlatform *,const FDateTime &,bool) SavePackage.cpp:4818
FFMODAssetBuilder::BuildAssetLookup(const FString &,const FString &) FMODAssetBuilder.cpp:287
FFMODAssetBuilder::ProcessBanks() FMODAssetBuilder.cpp:43
FFMODStudioEditorModule::OnPostEngineInit() FMODStudioEditorModule.cpp:364
TBaseRawMethodDelegateInstance<0,FFMODStudioEditorModule,void cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() DelegateInstancesImpl.h:467
TMulticastDelegate<void cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() DelegateSignatureImpl.inl:955
FEngineLoop::Init() LaunchEngineLoop.cpp:3956
EditorInit(IEngineLoop &) UnrealEdGlobals.cpp:93
GuardedMain(const wchar_t *) Launch.cpp:148
WinMain(HINSTANCE *,HINSTANCE *,char *,int) LaunchWindows.cpp:257
__scrt_common_main_seh() 0x00007ff6d0e2801a
BaseThreadInitThunk 0x00007ff88dd47034
RtlUserThreadStart 0x00007ff88efc2651
We’re running Windows 10, UE 4.26 with the latest FMOD integration. The integration is in our Engines Plugin folder. We’re using perforce as VC - (I’m mentioning this because I’ve stumbled across some post that mention errors with the new integration caused by FMOD assets being read-only) I’ve tryed checking out all FMOD assets with no succes.
Any help is hugely appreciated.