Unreal Engine with source control sees events as “new assets” that need to be pushed to our source control depot, but if I push assets to source control FMOD can no longer access assets since events are no longer writable thus causing an engine crash.
The fix for this is to not push events to source control, but that has become an issue since we have 20+ events that need to be manually deselected each push. In previous FMOD versions(and or engine version), it would ignore these files and never prompt for a push.
Is there any workaround/fix to this issue? (we tried adding ignores to Perforce but unreal won’t push assets that are ignored through the engine) Is this an engine issue or change in FMOD, at this point I just want pushed in the right direction if anything.
The source control we use is Perforce and we have both Unreal Engine 4.26 and FMOD hooked up to the source control.