UE4 Packaged Build Has No Sound/Crashes across multiple platforms

Hello there! I’ve been trying pretty desperately to get sound working in a couple packaged UE4 builds, but am running into a particularly interesting and nasty error.

I’m doing everything seemingly right, but the packaged version of the game has no audio and crashes from actors trying to access FMOD components that are not loaded. As far as I can tell from the logs, it seems like the FMOD plugin isn’t being loaded at all. I’ve gotten this result on a mac build of my game, and a PC build of the standard FPS template with an FMOD sound thrown in.

In either case, my setup seems right. FMOD is set as a non asset directory to copy (I also tried it as a directory to package) and the banks are in their proper place in the packaged build. The DLLs are missing, but trying to manually add them in to the binaries folder resulted in the same crash.

As far as I can tell, it seems like the FMOD plugin isn’t being loaded at all.

Below are my logs, one for my game on mac, and one for the burner PC fps template I tried out. They spit the same error, though the mac build crashes (presumably because so many objects are reliant on FMOD components)

Helo me FMOD forums, you’re my only hope!

CrashLogMac.log (521.7 KB)

CrashLogFPS.log (70.7 KB)

I’m using UE4 4.24 and FMOD 2.0.07

You probably have this but just in case…

Have you got FMODStudio in your projects Build.cs file as a PrivateDependancy ?

PrivateDependencyModuleNames.AddRange(new string[] { “FMODStudio” });

We had it missing from here and it was seemingly working fine for various platforms but then not for another. Our setting also has Slate and SlateCore in it as well obviously not related but that line is present and commented out by default.

HTH

My project is blueprint rather than c++, but I tried doing this and it didn’t work :frowning:

I STILL have this issue and have a ready-for-release game gathering dust if anyone has any other solutions.