Hi Geoff, thanks for getting back so quickly.
FMOD Studio validate does not find any errors in the project. This weekend I’m going to create a new empty blueprint project, copy the banks into there and trigger the event to see if it crashes. I’ll post the outcome here.
Much to my embarrassment, I can’t get the new, empty blueprint project to import the FMOD banks. I’ve unzipped fmodstudio10803ue4.11win64 to Epic Games’ 4.11 folder (and, alternatively, the test project’s Plugins folder). The plugin shows up in the Unreal editor, project settings and the help menu, confirming that it’s the plugin for FMOD 1.08.03. In FMOD Studio 1.08.03, I made a copy of the original project and deleted all events and audio files except for those related to the event causing the crash and its replacement event.
Unfortunately, after building in FMOD to the UE project’s Content\FMOD folder, only the banks’ folder structure is shown (i.e. Mobile, Desktop). The folders themselves appear empty in UE’s content browser, although the .bank files are present in the folders, as can be seen in Windows Explorer.
Manually dragging the banks into the content browser returns an error (.bank – unknown file extension). Running ‘Validate FMOD’ in Unreal’s Help menu tells me that the plugin ‘Failed to load banks’, followed by ‘Finished validation. Problems were detected’, but no further information. This also happened some time ago when I mismatched the FMOD plugin with a wrong version of Unreal Engine, but that can hardly be the case here.
As far as I know, I’ve integrated the FMOD plugin correctly into Unreal Engine, following every step on http://www.fmod.org/documentation/#content/generated/engine_ue4/getting_started.html just to be sure, up until ‘Compiling the plugin (optional)’. Any idea how to solve this?
Are there any warnings or errors in the output log? If it is failing to load bank files then it should print some sort of message. That might tell us what is going on.
Certainly! The output log shows the following error and warning when I load the UE project or reload the FMOD banks from UE’s File menu:
“LogFMOD: Loading strings bank: D:/Mijn documenten/Unreal Projects/SvZantenCrashTest/Content/FMOD/Desktop/Master Bank.strings.bank
LogFMOD:Error: c:\jk\workspace\Build__1.8__UE4Libs_Win\studio_api\src\fmod_bankmodel.cpp(343) – Failed to open file ‘D:/Mijn documenten/Unreal Projects/SvZantenCrashTest/Content/FMOD/Desktop/Master Bank.strings.bank’
LogFMOD:Warning: Failed to load strings bank: D:/Mijn documenten/Unreal Projects/SvZantenCrashTest/Content/FMOD/Desktop/Master Bank.strings.bank”.
Can you build your banks from Studio and check the file time has changed? If it still happens after building again, you can contact email@example.com and send us the bank. We can see if there are any problems with it.
Yep, the file time changes after rebuilding the banks from Studio. I’ll send the banks over to firstname.lastname@example.org. In the meantime, thanks for your help!