Hey Fmod, Can you please tell us when You Gonna Release Your Fmod Plugin For UE4 4.26
yes any updates?
UE4 4.26 integration will be included in our next release, which is currently planned for the first half of February.
A release candidate of our UE4 4.26 integration has been pushed to GitHub - GitHub - fmod/ue4integration at 2.01-UE4.26
This has not passed our QA yet and a couple of minor issues have been picked up. We’ll be pushing the fixes to GitHub as they are done and our release will include the version approved by our QA.
same probléme with the last update can’t packagin plugin
UATHelper: Package Plugin Task (Windows): WARNING: Library ‘C:\Users\Reed\Documents\Unreal Projects\MyProject\Plugins\FMODStudio\FMODStudio\HostProject\Plugins\FMODStudio\Source\FMODStudio…\Binaries\Win64\fmodL_vc.lib’ was not resolvable to a file when used in Module ‘FMODStudio’, assuming it is a filename and will search library paths for it. This is
slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
UATHelper: Package Plugin Task (Windows): WARNING: Library ‘C:\Users\Reed\Documents\Unreal Projects\MyProject\Plugins\FMODStudio\FMODStudio\HostProject\Plugins\FMODStudio\Source\FMODStudio…\Binaries\Win64\fmodstudioL_vc.lib’ was not resolvable to a file when used in Module ‘FMODStudio’, assuming it is a filename and will search library paths for it. T
his is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
We don’t push binaries to GitHub so if you’re just using the integration source code from GitHub then you’ll need to copy the required binary files from a previous version of the integration. The FMOD 2.01.07 / UE4 4.25 integration package from our downloads page should be a suitable source to get the Binaries folder.
We tried the provided FMOD github release for 4.26 and we’re having some troubles.
I’m not sure if it’s cause by FMOD or not but I’m posting just in case. We’re getting a crash everytime we close UE4, with the following crash report:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
scalar deleting destructor'() UE4Editor_FMODStudioEditor!FFMODStudioEditorModule::~FFMODStudioEditorModule() UE4Editor_FMODStudioEditor!FFMODStudioEditorModule::scalar deleting destructor’()
and the log ends with
[2021.02.09-20.46.24:471][ 94]LogModuleManager: Shutting down and abandoning module AITestSuite (601)
[2021.02.09-20.46.24:471][ 94]LogModuleManager: Shutting down and abandoning module NavigationSystem (599)
[2021.02.09-20.46.24:471][ 94]LogModuleManager: Shutting down and abandoning module ImageWriteQueue (596)
[2021.02.09-20.46.24:471][ 94]LogModuleManager: Shutting down and abandoning module ProfilerService (594)
[2021.02.09-20.46.24:511][ 94]LogModuleManager: Shutting down and abandoning module TaskGraph (592)
[2021.02.09-20.46.24:511][ 94]LogModuleManager: Shutting down and abandoning module AudioSynesthesiaEditor (590)
[2021.02.09-20.46.24:511][ 94]LogModuleManager: Shutting down and abandoning module FMODStudioEditor (588)
As I said, this only seem to happen when I close down UE4. It’s working fine otherwise.
Thanks for reporting this - a fix has been pushed to GItHub. We had another report of the same crash yesterday too. We weren’t able to repro it but after investigating it I could see how it should be crashing and we merged a fix proposed by the other user. After yesterday’s investigation I’m confident that the fix will stop the crash but since we were unable to repro it I haven’t been able to directly confirm that, so please let us know if this persists after syncing the last change from GitHub.
Thanks for the quick response. I tried rebuilding our project with the changes pushed to GitHub and it seems to be working. I’ll let you know if I run into more problems.
I downloaded the tentative release version for UE4.26 to test it out on one of our projects, and decided to try to integrate it on a blank project first just in case.
I tried putting the integration folder in the project plugin folder and also in the engine plugin folder and I keep getting an error when trying to open the project. Also copied the Binaries folder from the 4.25 integration package to the one I got from github.
'The following modules are missing or built with a different engine version:
Engine modules cannot be compiled at runtime. Please build through your IDE.’
Not sure if I’m doing something wrong.
You shouldn’t need to add the plugin to both the project and the engine, just adding it to the project should be fine and if you want to use it as an engine plugin there’s a little more work to do.
The source distribution on GitHub doesn’t contain any binaries so you need to build those modules yourself before you can add the integration as an engine plugin. You can use the Unreal AutomationTool to do this. For referrence, our automatic build process uses the following command line to build the WIndows plugin (you’d need to replace the directories in angle brackets with the proper locations and change
TargetPlatforms if you’re building for other platforms):
"<UE4_DIR>\Engine\Build\BatchFiles\runuat.bat" BuildPlugin -Plugin="<PLUGIN_SOURCE>\FMODStudio\FMODStudio.uplugin" -Package="<PLUGIN_DEST_DIR>\FMODStudio" -Rocket -TargetPlatforms=Win32+Win64
Remember in either case you also need to provide the FMOD runtime binaries which you can get by downloading either our API package or a version of the UE4 integration which supports the version of FMOD you want to use.