Hello,
I followed the guide on FMOD documentation page to setup the p4ignore:
# FMod Content
*/Content/FMod/Banks
*/Content/FMod/Buses
*/Content/FMod/Events
*/Content/FMod/PrivateIntegrationData
*/Content/FMod/Reverbs
*/Content/FMod/Snapshots
*/Content/FMod/VCAs
# FMod Plugin, override ignore aka include binaries
!*/Plugins/FMODStudio/Binaries/*
!*/Plugins/FMODStudioNiagara/Binaries/*
Above are the lines from our p4ignore file to properly ignore the auto-generated uassets.
We are facing issues with Unreal Editor still showing these uassets as something that’s modified/need to be added.
Every time a user tries to “Submit Content” from the bottom-right “Revision Control” option in the editor, the engine goes through a discovery process of finding modified assets.
Once done, it shows this window with a bunch of FMOD event uassets in that list.
This is very cumbersome to skim and uncheck those FMOD events before submitting.
Also, we currently only allow specific members on the team to make changes to the bank and the source audio assets are not in the same path as the project.
Couple of notes:
- If the user has navigated to the folder where FMOD events are, those FMOD events show up in the list. The list grows as the user navigates through different folders which have FMOD events, sort of like “discovering” the FMOD events.
- Trying to submit without unchecking the FMOD events doesn’t actually add the events to the changelist.
- The “FMod” word in the p4ignore is not ALL caps, but changing this made no difference locally.
Looking to hear from you.
Thank you.