I am on MacOS Ventura 13.5
I am having an issue trying to integrate the FMODstudio plugin to Unreal 5.2.1.
If I load up my project, drag the FMODstudio plugin to the correct plugin location in the directory it will pop up within my project fine.
Unfortunately, I was unable to reproduce the crash. Can I confirm that it is a C++ project and not a blueprint only? Could you please try adding the plugin files while the project is not running and try relaunching the project? If it is a C++ project could you also try running it from the XCode workspace and see the there are any errors as it may need to recompile some FMOD files?
Thank you @Connor_FMOD and to @Tynituck for bringing this issue to the forum. I am in the same situation. I note that this combination actually works: UE (5.1.1) + FMOD (2.02.16). What happened between UE (5.1.1) and UE (5.2.XX) ?
I have not tried the solution of @Connor_FMOD, yet, but will try it, this weekend.
Question: Will your solution work if I choose to install UE-integration plug-ins in the /Engine folder (path below), instead of having to copy the same UE-integration plug-ins folder into EVERY UE project folder?
Although I am getting a similar error message (see attachment), I think I am dealing with another issue. I can’t even implement your solution. After saving the UE-integration folder to the correct location, UE Editor refuses to launch and so, I am not even given the chance to set up a blank C++ class. As I wrote, UE (5.1.1) + FMOD (2.02.16) works fine. So, I might have to stay with this version until a fix presents itself
I believe my issue is not related to any specific C++ or Blueprints-only project. As you probably know, “The FMODStudio plugin can be placed in the Engine/Plugins directory, or in your game's GameName/Plugins directory.” My preference is to install “FMODStudio plugin can be placed in the Engine/Plugins directory”. Thus, the error I get comes form merely trying to launch UE 5.2 from Epic Games Launcher.app – before I even create any project. By the way, I have also tried the 2nd method of installation: “your game's GameName/Plugins directory”. Solutions (?) that I see other users suggesting is simply a complete erase and re-install of all Unreal Engine components.
Macbook Pro with Apple M2 Max processor
I’ve done my best to confirm Privacy & Security Preferences are set correctly and that all files related to the integration are accessible – I’ll keep looking into how to do this. I have two main options: (1) in macOS 13, you can give, for example, full disk access to an app ; and (2) command line.
How are you with UE crash reports?
For example, if I save the UE-integration plug-in to an actual game project (/Plugins folder ) – instead of the /Engine/Plugins directory, I can, at least, launch the UE Editor. Then, the game project fails, but UE Editor gives me this crash report (see below).
Next, I think I’m going to do a thorough erase and re-install of all Epic software. I’ll pay close attention to Privacy & Security Preferences - Apple now calls them “settings”, not "preferences
Integration needed to be recompiled in XCode – this was a first, for me, as I use Blueprints (I know some CSound, but no C++). For your information, before following your instructions, I also tried launching UE Editor with the latest FMOD release (2.02.17). The latest version resulted in the same error message as 2.02.16. Do you foresee Firelight dealing with this issue in future iterations?
The issue is the mismatch in the version the integration is being built against. The integration on the downloads page is built again UE 5.2.0 while you are trying to use 5.2.1 which is why it needs to recompile. We have noted this issue and are looking at solutions.