UE4 4.25 -> 4.26 Upgrade: Compile Error C3668

Hello,

We just did a test upgrade of our 4.25 Unreal project with FMOD integration and we received some compile errors from the FMOD plugin. Looks like some methods have override params but never override a base.

Log details below:

LogInit: Warning: Incompatible or missing module: RelicPrototype LogInit: Warning: Incompatible or missing module: FMODStudio LogInit: Warning: Incompatible or missing module: FMODStudioEditor Running D:/Program Files (x86)/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/SkyPyre/Repositories/Project Relic/relic-prototype 4.26/RelicPrototype.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE @progress push 5% @progress pop Building RelicPrototypeEditor... Using Visual Studio 2019 14.27.29112 toolchain (D:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.27.29110) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). Building 18 actions with 16 processes... @progress 'Compiling C++ source code...' 0% @progress 'Compiling C++ source code...' 6% [1/18] FMODChannelEditors.gen.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 11% [2/18] FMODEventControlSection.gen.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio/Private/Sequencer/FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 17% [3/18] FMODEventParameterTrack.gen.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio/Private/Sequencer/FMODEventParameterTrack.h(19): error C3668: 'UFMODEventParameterTrack::CreateTemplateForSection': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 22% [4/18] FMODEventControlSection.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 28% [5/18] FMODEventControlTrack.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 33% [6/18] FMODEventControlSectionTemplate.gen.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 39% [7/18] FMODEventParameterTrack.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventParameterTrack.h(19): error C3668: 'UFMODEventParameterTrack::CreateTemplateForSection': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 44% [8/18] FMODEventParameterTrackEditor.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventParameterTrack.h(19): error C3668: 'UFMODEventParameterTrack::CreateTemplateForSection': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 50% [9/18] FMODChannelEditors.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(34): error C2871: 'MovieScene': a namespace with this name does not exist 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(43): error C2653: 'MovieScene': is not a class or namespace name 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(43): error C3861: 'ClampToDiscreteRange': identifier not found 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(44): error C2665: 'EvaluateChannel': none of the 2 overloads could convert all the argument types D:\Program Files (x86)\Epic Games\UE_4.26\Engine\Source\Runtime\MovieSceneTracks\Public\Sections/MovieSceneActorReferenceSection.h(190): note: could be 'bool EvaluateChannel(const FMovieSceneActorReferenceData *,FFrameTime,FMovieSceneActorReferenceKey &)' 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventControlSection.h(81): note: or 'bool EvaluateChannel(const FFMODEventControlChannel *,FFrameTime,EFMODEventControlKey &)' 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(44): note: while trying to match the argument list '(FMovieSceneByteChannel *, const FFrameTime, uint8)' 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(52): error C2871: 'MovieScene': a namespace with this name does not exist 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(81): error C2665: 'AssignValue': none of the 2 overloads could convert all the argument types 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventControlSection.h(70): note: could be 'void AssignValue(FFMODEventControlChannel *,FKeyHandle,EFMODEventControlKey)' D:\Program Files (x86)\Epic Games\UE_4.26\Engine\Source\Runtime\MovieScene\Public\Channels/MovieSceneFloatChannel.h(413): note: or 'void AssignValue(FMovieSceneFloatChannel *,FKeyHandle,float)' 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(81): note: while trying to match the argument list '(FMovieSceneByteChannel *, FKeyHandle, uint8)' 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(91): error C2664: 'FKeyHandle AddKeyToChannel(FMovieSceneFloatChannel *,FFrameNumber,float,EMovieSceneKeyInterpolation)': cannot convert argument 1 from 'FMovieSceneByteChannel *' to 'FMovieSceneFloatChannel *' 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(91): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast D:\Program Files (x86)\Epic Games\UE_4.26\Engine\Source\Runtime\MovieScene\Public\Channels/MovieSceneFloatChannel.h(427): note: see declaration of 'AddKeyToChannel' 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\Sequencer\FMODChannelEditors.cpp(110): error C3861: 'SetChannelDefault': identifier not found @progress 'Compiling C++ source code...' 56% [10/18] FMODEventControlTrackEditor.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 61% [11/18] FMODEventControlSectionTemplate.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 67% [12/18] FMODEventParameterSectionTemplate.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventParameterTrack.h(19): error C3668: 'UFMODEventParameterTrack::CreateTemplateForSection': method with override specifier 'override' did not override any base class methods @progress 'Compiling C++ source code...' 72% [13/18] FMODStudioEditorModule.cpp 'project path'\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer/FMODEventControlSection.h(67): error C3668: 'UFMODEventControlSection::GenerateTemplate': method with override specifier 'override' did not override any base class methods 'project path'\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp(1106): warning C4996: 'UEditorEngine::PlayInEditor': Override StartPlayInEditorSession(FRequestPlaySessionParams& InRequestParams) instead. InWorld is GetEditorWorldContext().World(), and the other arguments come from InRequestParams now. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. LogInit: Warning: Still incompatible or missing module: RelicPrototype LogInit: Warning: Still incompatible or missing module: FMODStudio LogInit: Warning: Still incompatible or missing module: FMODStudioEditor LogCore: Engine exit requested (reason: EngineExit() was called) LogExit: Preparing to exit. LogModuleManager: Shutting down and abandoning module DesktopPlatform (48) LogModuleManager: Shutting down and abandoning module PlatformCryptoOpenSSL (46) LogModuleManager: Shutting down and abandoning module PlatformCryptoTypes (44) LogModuleManager: Shutting down and abandoning module PlatformCrypto (42) LogModuleManager: Shutting down and abandoning module XGEController (40) LogModuleManager: Shutting down and abandoning module AnimationModifiers (38) LogModuleManager: Shutting down and abandoning module AudioEditor (36) LogModuleManager: Shutting down and abandoning module PropertyEditor (35) LogModuleManager: Shutting down and abandoning module TextureCompressor (32) LogModuleManager: Shutting down and abandoning module RenderCore (30) LogModuleManager: Shutting down and abandoning module Landscape (28) LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (26) LogModuleManager: Shutting down and abandoning module OpenGLDrv (24) LogModuleManager: Shutting down and abandoning module D3D11RHI (22) LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20) LogModuleManager: Shutting down and abandoning module Renderer (18) LogModuleManager: Shutting down and abandoning module Engine (16) LogModuleManager: Shutting down and abandoning module CoreUObject (14) LogModuleManager: Shutting down and abandoning module NetworkFile (12) LogModuleManager: Shutting down and abandoning module CookedIterativeFile (10) LogModuleManager: Shutting down and abandoning module StreamingFile (8) LogModuleManager: Shutting down and abandoning module SandboxFile (6) LogModuleManager: Shutting down and abandoning module PakFile (4) LogModuleManager: Shutting down and abandoning module RSA (3) LogExit: Exiting. Log file closed, 12/06/20 14:12:46

We have updated our integration to compile with UE4 4.26 and we’ll release it as soon as we get it through QA. If we miss the cutoff for our upcoming release then we’ll make the UE4 4.26 integration available on github for early access.

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Would be awesomeif you could release it on github early, epic is hosting it’s megajam this week and would be go to be able to use FMID. Know it might be difficult though

If you want to use FMOD with UE4 in that time frame then you’d be much better off using one of our existing releases in your submission. It would limit you to UE4 4.25 on the Unreal Engine side but we can’t commit to our UE4 4.26 integration being available by the time the jam ends.

Too much 4.26 stuff needed for this project, unfortunately, but I understand. Looking forward to the release

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thank you for your hard work.
the last time UE4 4.25 released 05-05-2020 and FMod integration for 4.25 in 01-07-2020, can we estimate the next release date by this timeframe ?

Hello there, is there any chance to get an early versio of the 4.26 version out before you all leave for holidays :slight_smile:
asking since Unreal 4.26 fixes a major bug in my game and i’m eager to switch but the fmod integration is currently the bottleneck.
thank you very much and have a great day!
sascha

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Me too, yes. is there github access ?

Any update on a 4.26 version yet ? Thank you.

We’re still working on the update to UE4 4.26, there’s no firm ETA yet, I’ll update this topic with new information as and when there is anything to share.

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Hello, any news about 4.26?

Any Updates?

The UE4 4.26 integration is on track to be included in our next release, planned for the first half of February.

Do you think you could release it on github first?

If it’s possible to push to GitHub ahead of the release we will but that does not look likely at this time.

It has been months, any updates?

This is true it has been a while now and still no update. What is going on? Will this get updated to 4.26 as we have fmod tied into our project and cant proceed until this update is released. We want to know what’s going on because if it’s going to take so long to update everytime UE has an update then we can’t depend on the likes of this module & if the 4.26 update is going to be delayed please let us know so that we can switch to a more responsible solution. because this is rediculous, Thank you.

The 4.26 integration is in QA now and will be included in our next release. Because this iteration has taken longer than usual and due to the demand we’ve pushed the integration source code to GitHub today - GitHub - fmod/ue4integration at 2.01-UE4.26

Please be mindful that as it stands this is a release candidate only. While we are not aware of any defects this code has not yet passed our internal QA.

Thanks, I love fmod and don’t want to give it up, but the rest of the team is fed up and was already discussing switching to another solution.

I’ve incorporated the update into our unmodified 4.26.1. Cooking within the editor via File > Cook Content for Windows causes it to crash because it’s unable to delete and re-save the generated event uassets in Content/FMOD/Events. I ran the cook from Visual Studio to try to debug it and it worked. I’m guessing the file errors don’t happen in that case because the editor isn’t open.

UATHelper: Cooking (Windows (64-bit)): LogFileManager: Warning: DeleteFile was unable to delete ‘…/…/…/Prominence/Content/FMOD/Events/UI_Shell/case_slide.uasset’, retrying in .5s…
PackagingResults: Warning: DeleteFile was unable to delete ‘…/…/…/Prominence/Content/FMOD/Events/UI_Shell/case_slide.uasset’, retrying in .5s…
UATHelper: Cooking (Windows (64-bit)): LogFileManager: Error: Error deleting file ‘…/…/…/Prominence/Content/FMOD/Events/UI_Shell/case_slide.uasset’.
UATHelper: Cooking (Windows (64-bit)): LogSavePackage: Error: Error saving ‘…/…/…/Prominence/Content/FMOD/Events/UI_Shell/case_slide.uasset’
PackagingResults: Error: Error deleting file ‘…/…/…/Prominence/Content/FMOD/Events/UI_Shell/case_slide.uasset’.
PackagingResults: Error: Error saving ‘…/…/…/Prominence/Content/FMOD/Events/UI_Shell/case_slide.uasset’
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: Fatal error!
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbde1ed759 KERNELBASE.dll!UnknownFunction []
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb40078e46 UE4Editor-Core.dll!ReportAssert() [D:\Prominence\Main\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1627]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb4007c618 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [D:\Prominence\Main\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb3fd8dc4b UE4Editor-Core.dll!FOutputDevice::LogfImpl() [D:\Prominence\Main\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:56]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb4145a5b9 UE4Editor-CoreUObject.dll!UPackage::Save() [D:\Prominence\Main\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp:3341]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb4145cec5 UE4Editor-CoreUObject.dll!UPackage::SavePackage() [D:\Prominence\Main\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp:4820]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb0bdf55ea UE4Editor-FMODStudioEditor.dll!FFMODAssetBuilder::CreateAsset() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:425]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb0bdf3003 UE4Editor-FMODStudioEditor.dll!FFMODAssetBuilder::BuildAssets() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:131]
PackagingResults: Error: begin: stack for UAT
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb0bdf74c7 UE4Editor-FMODStudioEditor.dll!FFMODAssetBuilder::ProcessBanks() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:43]
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!
PackagingResults: Error: [Callstack] 0x00007ffbde1ed759 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffb40078e46 UE4Editor-Core.dll!ReportAssert() [D:\Prominence\Main\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1627]
PackagingResults: Error: [Callstack] 0x00007ffb4007c618 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [D:\Prominence\Main\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb0be1653b UE4Editor-FMODStudioEditor.dll!FFMODStudioEditorModule::OnPostEngineInit() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp:364]
PackagingResults: Error: [Callstack] 0x00007ffb3fd8dc4b UE4Editor-Core.dll!FOutputDevice::LogfImpl() [D:\Prominence\Main\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:56]
PackagingResults: Error: [Callstack] 0x00007ffb4145a5b9 UE4Editor-CoreUObject.dll!UPackage::Save() [D:\Prominence\Main\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp:3341]
PackagingResults: Error: [Callstack] 0x00007ffb4145cec5 UE4Editor-CoreUObject.dll!UPackage::SavePackage() [D:\Prominence\Main\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp:4820]
PackagingResults: Error: [Callstack] 0x00007ffb0bdf55ea UE4Editor-FMODStudioEditor.dll!FFMODAssetBuilder::CreateAsset() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:425]
PackagingResults: Error: [Callstack] 0x00007ffb0bdf3003 UE4Editor-FMODStudioEditor.dll!FFMODAssetBuilder::BuildAssets() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:131]
PackagingResults: Error: [Callstack] 0x00007ffb0bdf74c7 UE4Editor-FMODStudioEditor.dll!FFMODAssetBuilder::ProcessBanks() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAssetBuilder.cpp:43]
PackagingResults: Error: [Callstack] 0x00007ffb0be1653b UE4Editor-FMODStudioEditor.dll!FFMODStudioEditorModule::OnPostEngineInit() [D:\Prominence\Main\Prominence\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp:364]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffb0be131de UE4Editor-FMODStudioEditor.dll!TBaseRawMethodDelegateInstance<0,FFMODStudioEditorModule,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Prominence\Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:469]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff610de8d9d UE4Editor-Cmd.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\Prominence\Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff610df8f50 UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3348]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff610df08bd UE4Editor-Cmd.exe!GuardedMain() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\Launch.cpp:127]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff610df0c1a UE4Editor-Cmd.exe!GuardedMainWrapper() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff610e04afd UE4Editor-Cmd.exe!WinMain() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff610e06ba2 UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\agent_work\63\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbdf887034 KERNEL32.DLL!UnknownFunction []
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbe047d0d1 ntdll.dll!UnknownFunction []
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: [Callstack] 0x00007ffb0be131de UE4Editor-FMODStudioEditor.dll!TBaseRawMethodDelegateInstance<0,FFMODStudioEditorModule,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Prominence\Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:469]
PackagingResults: Error: [Callstack] 0x00007ff610de8d9d UE4Editor-Cmd.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\Prominence\Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955]
PackagingResults: Error: [Callstack] 0x00007ff610df8f50 UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3348]
PackagingResults: Error: [Callstack] 0x00007ff610df08bd UE4Editor-Cmd.exe!GuardedMain() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\Launch.cpp:127]
PackagingResults: Error: [Callstack] 0x00007ff610df0c1a UE4Editor-Cmd.exe!GuardedMainWrapper() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
PackagingResults: Error: [Callstack] 0x00007ff610e04afd UE4Editor-Cmd.exe!WinMain() [D:\Prominence\Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
PackagingResults: Error: [Callstack] 0x00007ff610e06ba2 UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\agent_work\63\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
PackagingResults: Error: [Callstack] 0x00007ffbdf887034 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffbe047d0d1 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT

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