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Hi,

we are currently using the new Include System of Unreal 4.15 which can speed up the compile process to 50%.
https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/
When switching to the new system I get a lot of errors from FMod headers. Are there any plans to support this new include system soon?

Cheers

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We have plans to support it in a future release.

At the moment you can still use the plugin when loaded through a project (not in the Engine folder).

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As we distribute a build to a Team who do not have Visual Studio installed on each machine. And also to remove the overhead of the plugin compilation on programmers, there are a couple of ways around this, if you want to place the plugin in the engine folder.

You can try modifying the build.cs of FMOD Plugin to contain the following:

PCHUsage = PCHUsageMode.UseSharedPCHs

Before I knew about this. I fixed the includes myself in the plugin (not including Oculus). I could send you that version if the above ‘fix’ does not work.

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Hi,

thanks for the answers. I tried the mentioned fix but I am still getting the following error:

2>E:\Games\UE_4.15\Engine\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAudioComponent.h(32): error C2504: 'FDynamicParameter': base class undefined
2>E:\Games\UE_4.15\Engine\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAudioComponent.h(34): error C2614: 'FFMODDynamicParameter': illegal member initialization: 'FDynamicParameter' is not a base or member
2>E:\Games\UE_4.15\Engine\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAudioComponent.h(32): error C2504: 'FDynamicParameter': base class undefined
2>E:\Games\UE_4.15\Engine\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAudioComponent.h(34): error C2614: 'FFMODDynamicParameter': illegal member initialization: 'FDynamicParameter' is not a base or member

I have three build files, the Occulus, Editor and FmodStudio. I included it in all three.

I guess it has something to do with that we have the FMODAudioComponent.h included in some of our code files. After removing it the compilation went through with no errors. Is there a way to avoid including the FMODAudioComponent.h file and still access the functionality via code?
Would be great if you could send me the fixed version to p.mueller@mooneyestudios.com or t.graff@mooneyestudios.com.

Thanks a lot :)

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