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UE4 4.14 building for non editor builds fails with latest plugin from launcher. Any way to fix?

0 votes

After upgrading to Unreal 4.14, we ran into some issues when building the project for deployment. 


We were wondering if someone could shed some light on the situation.
This happens for any Non-Editor build configuration.
Debug, Development, or Shipping.
On local machines as well as a build server.

File:
AkUnrealIOHookDeferred.cpp 

Log:


[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(252): error C2065: 'FIOSystem': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(252): error C2065: 'IO': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(252): error C2653: 'FIOSystem': is not a class or namespace name

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(252): error C3861: 'Get': identifier not found

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(253): error C2065: 'IO': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(253): error C2228: left of '.LoadData' must have class/struct/union

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(253): note: type is 'unknown-type'

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(308): error C2065: 'FIOSystem': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(308): error C2065: 'IO': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(308): error C2653: 'FIOSystem': is not a class or namespace name

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(308): error C3861: 'Get': identifier not found

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(315): error C2065: 'IO': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(315): error C2228: left of '.CancelRequests' must have class/struct/union

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(315): note: type is 'unknown-type'

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(338): error C2065: 'FIOSystem': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(338): error C2065: 'IO': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(338): error C2653: 'FIOSystem': is not a class or namespace name

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(338): error C3861: 'Get': identifier not found

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(339): error C2065: 'IO': undeclared identifier

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(339): error C2228: left of '.HintDoneWithFile' must have class/struct/union

[17:49:12]UnrealBuildTool: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Plugins\Wwise\Source\AkAudio\Private\AkUnrealIOHookDeferred.cpp(339): note: type is 'unknown-type'

[17:49:20]UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\TeamCity\buildAgent\work\a1ed5398937af1c5\Starfighter\Binaries\Win64\Starfighter.pdb



There are no warnings or errors thrown when building for editor configurations.

Thanks!

asked Dec 11, 2016 in General Discussion by Noah B. (100 points)

1 Answer

0 votes
Do you by any chance use the new IO system that's experimental in UE 4.14? if USE_NEW_ASYNC_IO is defined somewhere in your engine code, FIOSystem doesn't exist, and it would lead to the errors you are seeing.

Are you compiling UE4 yourself?
answered Dec 13, 2016 by Benoit S. (Audiokinetic) (16,020 points)
I had build fails in unreal 4.14. Anyone know how to fix?

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/user/Documents/Unreal Projects/MyProject/MyProject.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/user/Documents/Unreal Projects/MyProject/MyProject.uproject" -cook -stage -archive -archivedirectory=
"D:/Data/Desktop/New folder (5)" -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\user\Documents\Unreal Projects\MyProject\MyProject.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Library\Unreal4\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development   -remoteini="C:\Users\user\Documents\Unreal Projects\MyProject" -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.74s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Library\Unreal4\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development   -remoteini="C:\Users\user\Documents\Unreal Projects\MyProject" -noxge -
generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2017.01.04-20.13.22.txt'
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
nary`2 InTargetToManifest)
UATHelper: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
...