In 4.26 the FMOD integration switched from always dynamically generating UE4 assets to serializing the generated assets and loading them from disk.
This creates major issues in managing what it seems like some kind of “temp” files that should be invisible to P4 (Or any other kind of source control system) and deleted when unreal is closed, to make sure that they are always reflecting the changes happening in the Master Bank, other banks, and Master.Strings.
Right now, if we we add them to the ignore list, they will fall out of sync when any change is done to FMOD banks, ending up with duplicated events, other kind of problems.
If we keep them under source control, they get locked and cannot be written, with error messages from Unreal.
Out of curiosity, why was the change done, and what’s the best way to manage it?