Fmod plugin folder is in UE4/Engine/Plugins, and works just fine on PC and Switch. When attempting to deploy to Xbox One, plugins appear to be found and deploy just fine, but then in the output window (Debug) I get the following:
0134:0138 @ 00014015 - LdrpFindOrMapDependency - ERROR: Loading DLL fmodL.dll failed with status 0xc0000135 0134:0138 @ 00014015 - LdrpInitializeProcess - ERROR: Walking the import tables of the executable and its static imports failed with status 0xc0000135 0134:0138 @ 00014015 - _LdrpInitialize - ERROR: Process initialization failed with status 0xc0000135 0134:0138 @ 00014015 - LdrpInitializationFailure - ERROR: Process initialization failed with status 0xc0000135 The thread 0x158 has exited with code -1073741515 (0xc0000135). The program ' BoxJump.exe' has exited with code -1073741515 (0xc0000135) 'A dependent dll was not found'.
During Build I assume the plugins are found and the DLLs moved because of the following:
copying C:\Perforce\UE416\Engine/Plugins/FMODStudio/Binaries/XboxOne/fmodL.dll to ../../../Unbox416/Saved/XboxOne/Layout/Image/Loose/Engine/Plugins/FMODStudio/Binaries/XboxOne/fmodL.dll copying C:\Perforce\UE416\Engine/Plugins/FMODStudio/Binaries/XboxOne/fmodstudioL.dll to ../../../Unbox416/Saved/XboxOne/Layout/Image/Loose/Engine/Plugins/FMODStudio/Binaries/XboxOne/fmodstudioL.dll
I’ve not edited the XboxOnePlatform.Automation.cs or XboxOneDeploy.cs as per http://www.fmod.org/docs/content/generated/engine_ue4/deployment.html because I read that as of 4.14 we no longer need to do those steps.
Have I potentially missed something during set up?