Loading order issues with FMOD integration


We’re currently using FMOD with UE4.19. There’s an issue with the loading order that is preventing the game from running properly in packaged builds. We’ve gone through your forum and seen a few “solutions” that do not seem to work. For instance:
Loading blueprints before plugin load One issue to be aware of is where blueprints are serialized from disk too early, before any plugins are loaded. This can occur from the following code, which is included by default in example C++ projects constructor: static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter")); The finder will serialize the first person character blueprint, but any FMOD references will fail to load since the FMOD plugin has not been created yet. To make sure that the FMOD plugin is loaded first, add the line of code above the class finder. IFMODStudioModule::Get();
The above solution only works if EDL (Event Driven Loader) is NOT enabled. It is however enabled by default and we can’t disable it or the whole project crashes.

We’ve tried creating persistent FMOD assets in memory but with no luck so far. We’ve also tried changing the loading order from PreDefault to PreLoadingScreen but it does not work either, some assets are loaded early. Here is part of the log:

[2018.06.19-11.24.54:018] 0]LogStreaming: Error: Couldn’t find file for package /Game/FMOD/Events/Weapons/TAC-R requested by async loading code. NameToLoad: /Game/FMOD/Events/Weapons/TAC-R [2018.06.19-11.24.54:018] 0]LogStreaming: Error: Found 1 dependent packages… [2018.06.19-11.24.54:018] 0]LogStreaming: Error: /Game/Weapons/West-SMG/BP_Weapon_WestSMG

Any help you could provide would be greatly appreciated, we’re working towards an important deadline.

Thank you in advance!