Hi everyone,
Do we have an eta on the 4.25 plug in or will the 4.24 one work?
Regards,
Hi everyone,
Do we have an eta on the 4.25 plug in or will the 4.24 one work?
Regards,
Iâm currently not able to get 4.25 to launch with 4.24 plugin files. I get this error -
" Message - Plugin âFMODStudioâ failed to load because module âFMODStudioâ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."
The UE4.24 plugin wonât work with UE4.25, we are working on the integration for it but it was on hold while we got the latest release out. We will make an announcement when it is available to download.
Ill keep an eye out, thanks Cameron!
I have made some changes to compile and open my project in UE4.25 and fmod 2.01.01 (we come from UE 4.22.2 and fmod 1.10.14).
I can now play in the editor and most fmod events work fine (for testing prupposse)
These are my changes:
FMODListener.cpp
>> Comment the lines 52 and 56 wit MAX_FILTER_FREQUENCY
references
FMODStudioModule.cpp
>> remove PLATFORM_QUAIL
from lines 410 and 428
FMODChannelEditor.cpp
>> comment from line 25 to line 27
with these changes we can open the project in UE4.25 and detect other upgrade issues in our blueprints
also in project settings we setup the name of master bank in fmod section
from Master
(the default value) to Master Bank.
I hope this help you while the awesome fmod team launch the new release
Sorry for the redundant question, but is there an estimate of when an update will be out for compatibility with UE 4.25? My team is eager to update in order to access some of the new features, and Iâm hoping to assess how long it would be if we wait on an update to FMOD so that we can decide how to proceed.
Thanks!
Hereâs an Update to fix the pluging (for testing purposes)
FMODListener.cpp
instead comment lines 52 and 56, add this include
#include "AudioDefines.h"
FMODStudioModule.cpp
>> instead remove PLATFORM_QUAIL
from lines 410 and 428
add this define
#if !defined(PLATFORM_QUAIL)
#define PLATFORM_QUAIL 0
#endif
FMODChannelEditor.cpp >> instead comment from line 25 to line 27 you should add #include "SEnumCombobox.h"
and in FMODStudioEditor.Build.cs
you should add "EditorWidgets"
in PrivateDependencyModuleNames
something like this:
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Slate",
"SlateCore",
"Settings",
"EditorStyle",
"EditorWidgets",
"LevelEditor",
"AssetTools",
"AssetRegistry",
"PropertyEditor",
"WorkspaceMenuStructure",
"Sockets",
"LevelSequence",
"MainFrame",
"MovieScene",
"MovieSceneTracks",
"MovieSceneTools",
"ToolMenus"
}
);
also in project settings setup the name of master bank in fmod section
from Master (the default value) to Master Bank.
and thats a temporal fix while the incredible FMOD team launch a release for 4.25,
this is not a definitive solution, its just to allow to make build for testing
An almost the whole month has been a passed. Guys can you start migration work when a new preview version engine released? Or it is impossible to begin plugin migration work on the âunreal engine previewâ builds?
In case anyone runs into the same problem, the fixes listed for FMODChannelEditors.cpp didnât work for me. Instead, I changed lines 26-28 to:
> ChildSlot[MovieSceneToolHelpers::MakeEnumComboBox(InEnum,
> TAttribute<int32>::Create(TAttribute<int32>::FGetter::CreateSP(this, &SFMODEventControlKeyEditor::OnGetCurrentValueAsInt)),
> TBaseDelegate<void, int32, ESelectInfo::Type>::CreateSP(this, &SFMODEventControlKeyEditor::OnChangeKey))];
This way, opening the help menu wonât crash the editor.