Build cant find files for package as FMOD initialises after the blueprints that require it.
[2019.12.16-16.17.59:204][ 0]LogStreaming: Error: Couldn't find file for package /Game/FMOD/Events/AlienLMG requested by async loading code. NameToLoad: /Game/FMOD/Events/AlienLMG
[2019.12.16-16.17.59:204][ 0]LogStreaming: Error: Found 1 dependent packages…
[2019.12.16-16.17.59:204][ 0]LogStreaming: Error: /Game/Code/Weapons/Parent/ParentWeapon
[2019.12.16-16.18.01:314][ 0]LogFMOD: FFMODStudioModule startup
[2019.12.16-16.18.01:314][ 0]LogFMOD: Lib path = ‘…/…/…/Engine/Plugins/FMODStudio/Binaries’
[2019.12.16-16.18.01:314][ 0]LogFMOD: FFMODStudioModule::LoadDll: Loading …/…/…/Engine/Plugins/FMODStudio/Binaries/Win64/fmodL.dll
[2019.12.16-16.18.01:316][ 0]LogFMOD: FFMODStudioModule::LoadDll: Loading …/…/…/Engine/Plugins/FMODStudio/Binaries/Win64/fmodstudioL.dll
[2019.12.16-16.18.01:369][ 0]LogFMOD: Loading strings bank: …/…/…/SuperTroopers/Content/FMOD/Desktop/Master.strings.bank
[2019.12.16-16.18.01:371][ 0]LogFMOD: Constructing asset: /Game/FMOD/Banks/Gunshots
[2019.12.16-16.18.01:371][ 0]LogFMOD: Constructing asset: /Game/FMOD/Events/AlienLMG
[2019.12.16-16.18.01:371][ 0]LogFMOD: Constructing asset: /Game/FMOD/Events/MilitaryLMG
[2019.12.16-16.18.01:371][ 0]LogFMOD: Skipping asset: bank:/Master.strings
[2019.12.16-16.18.01:371][ 0]LogFMOD: Skipping asset: bus:/
[2019.12.16-16.18.01:371][ 0]LogFMOD: Constructing asset: /Game/FMOD/Events/MilitarySMG
[2019.12.16-16.18.01:371][ 0]LogFMOD: Constructing asset: /Game/FMOD/Banks/Master
[2019.12.16-16.18.01:371][ 0]LogFMOD: Constructing asset: /Game/FMOD/Buses/Reverb
[2019.12.16-16.18.01:383][ 0]LogFMOD: Creating runtime Studio System
[2019.12.16-16.18.01:389][ 0]LogFMOD: Default sample rate = 48000
[2019.12.16-16.18.01:389][ 0]LogFMOD: System sample rate = 48000
[2019.12.16-16.18.01:389][ 0]LogFMOD: Matching system sample rate 48000
[2019.12.16-16.18.01:430][ 0]LogFMOD: Loading Banks
[2019.12.16-16.18.01:430][ 0]LogFMOD: Loading bank: …/…/…/SuperTroopers/Content/FMOD/Desktop/Gunshots.bank
FMOD is fully validated and working in engine.
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Tried to reparent objects with FMOD events on to an empty actor with “IFMODStudioModule::Get();” implemented in Construction script to no avail and also tried to make a blueprint callable function that I put in the blueprint construction scripts of the objects in question but this didnt get rid of the fail to load error.
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Have tried Disabling the Event Driven loader this removed the error however creates other crashes elsewhere in the project and doesnt allow me to actually get into the game to test the sound due to these crashes
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Have tried setting the cookedonly module loading phase to “PreEarlyLoadingScreen” from “PreLoadingScreen” This crashes package instantly upon play
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Have tried with ASYNC loading on or off absolutely no difference
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Seemingly have exhausted all of the information online about this subject
If anyone has any information or can provide assistance it would be greatly appreciated.
Thanks,
Sam.