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UE 4.15.1 + FMOD 1.09.03 + Oculus Audio SDK 1.1.3 = fail to build

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    UE 4.15.1 + FMOD 1.09.03 + Oculus Audio SDK 1.1.3 = fail to build

    Gear VR project fails to build when using UE 4.15.1 + FMOD 1.09.03 plugin + Oculus Audio SDK plugins 1.1.3

    UE4 output log: http://pastebin.com/Fx06LZzW

    I am also seeing this: http://pastebin.com/Encki7He (maybe not related to the failure to build, but really shouldn’t happen)

    I am not sure what exactly causes this issue, so I posted on both FMOD and Oculus forums too and bug report is on AH: https://answers.unrealengine.com/que...ail-to-bu.html

    P.S. I suspect it's not UE4 issue, but maybe someone had the same issue and they resolved it already.

    #2
    I was getting errors similar to this. The editor would not package or launch anything with a c++ file for android using 4.15.

    It turned out I needed to update CodeWorks to the latest version. I opted for 1r6 from nvidia, everything works now.

    https://answers.unrealengine.com/que...ojects-in.html

    hope it helps.
    UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
    Use Blender 2.8 to make UE4 compatible animations: Blog

    Comment


      #3
      Originally posted by Waves View Post
      I was getting errors similar to this. The editor would not package or launch anything with a c++ file for android using 4.15.

      It turned out I needed to update CodeWorks to the latest version. I opted for 1r6 from nvidia, everything works now.

      https://answers.unrealengine.com/que...ojects-in.html

      hope it helps.
      I don't use CodeWorks and I can easily package for Gear VR without FMOD. It's the issue related specifically to FMOD plugin for UE 4.15.

      Comment


        #4
        Originally posted by Waves View Post
        I was getting errors similar to this. The editor would not package or launch anything with a c++ file for android using 4.15.

        It turned out I needed to update CodeWorks to the latest version. I opted for 1r6 from nvidia, everything works now.

        https://answers.unrealengine.com/que...ojects-in.html

        hope it helps.
        Btw, what Clang version does 1r6 come with ?

        Comment


          #5
          C:\nvpack\android-ndk-r12b\toolchains\llvm\prebuilt\windows-x86_64\bin>clang.exe --version
          Android clang version 3.8.256229 (based on LLVM 3.8.256229)
          Target: x86_64-unknown-linux
          Thread model: posix
          InstalledDir: C:\nvpack\android-ndk-r12b\toolchains\llvm\prebuilt\windows-x86_64\bin
          UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
          Use Blender 2.8 to make UE4 compatible animations: Blog

          Comment


            #6
            So, I tried updating Android Studio/SDK and got that android.bat file no longer in use error. Since there is no way to roll back, I decided to install Codeworks. Did that and UE4 doesn't even let me build for Android now. In other words, now I am totally f$%ked, until Epic fixes UE4 to work with Android-25 SDK. Geez, what's a week

            Comment


              #7
              After some black magic and dark rituals I managed to get Android environment set for API-24 and not API-25 (which is forced upon us by Google in recent versions of Android Studio) and got most recent NDK too. So far so good - building for Gear VR is happening.

              Apparently 3.6 clang is too old for FMOD (but not for UE4). Clang 3.8 seems to be what FMOD 1.09.03 needs, at minimum.

              Comment

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