Project packaging FMOD issue

Hello everyone, I am having issue when trying to package my project on Windows (UE 5.2):

UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named ‘FMODStudio’ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.
UATHelper: Packaging (Windows): Took 0,8295001s to run dotnet.exe, ExitCode=6

The problem seems to be FMOD Studio related, it is installed on the engine and I used it as my main audio engine. I’ve already tried moving the FMOD plugin folder to the project folder, but no luck, still getting errors (just different now). What should I do? I need this build on Windows for alpha testing and recording gameplay.

Hi,
this is a tutorial shows how to integrate FMod into UE

and here is updated to UE-5.5

Thank you! So I just need to create Thirdparty folder with FMOD libraries and tell Unreal in .build.cs file where to find them?

Didn’t work, I can’t even open my project in editor now because I have added empty C++ class (my code is only blueprints) in order to make Unreal create a Source folder. So it won’t build (asking to build manually) and I cannot understand what went wrong (VisualStudio tells nothing specific, only MSB3073 Build.bat error code 6). Day of work is wasted.

So, I’ve restored my project previous version (blueprints only), now I need to understand how to implement this code properly. Why there is no .build.cs file when I’m using only blueprints?