UE4: Unable to build to Android if FMOD plugin is enabled

Hey all,

I’m not too sure about the process of packaging to Android to include FMOD.

Whenever I try to package a project for Android, if the FMOD plugin is enabled then the package fails. However if it is disabled then the package is successful. I get error messages saying no such files/directories exist - packaging to Windows works fine though.

UATHelper: Packaging (Android (All)): UnrealBuildTool: clang++.exe: error: no such file or directory: ‘D:/Unreal/UE_4.15/Engine/Plugins/FMODStudio/Binaries/Android/UE4-FMODStudioOculus-arm64-es2.a’
UATHelper: Packaging (Android (All)): UnrealBuildTool: clang++.exe: error: no such file or directory: ‘D:/Unreal/UE_4.15/Engine/Plugins/FMODStudio/Binaries/Android/UE4-FMODStudio-arm64-es2.a’
UATHelper: Packaging (Android (All)): UnrealBuildTool: clang++.exe: error: no such file or directory: ‘D:/Unreal/UE_4.15/Engine/Plugins/FMODStudio/Binaries/Android/UE4-FMODStudio-arm64-es2.a’
UATHelper: Packaging (Android (All)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Unreal 4.15 Projects\Mirren\AndroidTBE\Binaries\Android\AndroidTBE-arm64-es2.so

In FMODStudio/Binaries/Android I have two folders called ‘arm64-v8a’ and ‘armeabi-v7a’ both containing .so files. I’ve downloaded the FMOD Studio API for Android but couldn’t find the files there either to copy into my project.

I’m using UE 4.15.3 and FMOD 1.09.03.

All help much appreciated :slight_smile:

To deploy on Android, make sure FMODStudio is in your game’s directory, not in the Engine plugins directory. When FMODStudio is in your game’s plugin directory, the engine will rebuild the plugin for Android and deploy all the files properly.

Also if you are using plugins, there are additional steps to follow on our deployment page.