Unreal Integration 2.02
If you are experiencing an issue with the integration and none of the topics below help, visit to our Q&A Forum.
You should see a shortcut to the manual is available under the help menu, that means the plugin is in the right place and has been enabled.
If you see the FMOD Help in the manual, then the plugin installed correctly. If you don't see FMOD help, it isn't installed.
If you have modified the project output format in your FMOD Studio project, you will need to update your Unreal project settings to match.
This can be found under "Edit > Project Settings > FMOD Studio > Output Format". Keep in mind that this must match the Studio project settings in order for the mix to behave correctly.
The editor does not mark FMOD assets as read-only, so there is nothing stopping the user from trying to rearrange the folder structure.
However any such changes aren't going to change the underlying Studio project, so the changes will be lost next time Unreal is restarted.
The inbuilt Unreal asset serialization stores asset by full path, not by GUID. This means that if you rename events or folders in the Studio Tool, then any references in Unreal levels will be lost. For now the only workaround is to avoid renaming events or folders once you have started using them in levels.
See the Deployment page for information about issues with deployment.
If you Launch your game and there is no sound playing or there is error loading the FMODStudio module, it an issue with Deployment.
If Live Update is enabled and the FMOD Studio will error when it fails to open the required network port. If this is a problem, then Live Update can be disabled in the Project Settings window.
To help track down problems, verbose logging can be turned on for FMOD For Unreal. Add the following command line to the Unreal editor:
-LogCmds="LogFMOD verbose"
Packaging a blueprint only project containing FMOD for Unreal will result in an error:
"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
The only way to work around this is to add a blank code class to the project and build the resulting solution before packaging again.
This is mentioned by Epic on their forum: Unable to run plugins when packaged.
FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an OnApplicationActivationStateChanged callback and write code to mute the FMOD master bus. Here is an example :
void AExampleGameMode::InitFMODFocusChangeCallback()
{
FSlateApplication::Get().OnApplicationActivationStateChanged()
.AddUObject(this, &AExampleGameMode::OnWindowFocusChanged);
}
void AExampleGameMode::OnWindowFocusChanged(bool bIsFocused)
{
#if !WITH_EDITOR
if (IFMODStudioModule::IsAvailable())
{
FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
FMOD::Studio::Bus* masterBus;
StudioSystem->getBus("bus:/", &masterBus);
masterBus->setMute(!bIsFocused);
}
#endif
}