So the tool is copying the windows version of the plugin over to the mac and tries to compile it there. Windows Version: StudioSystem->getCPUUsage(&Usage) Mac Version: StudioSystem->getCPUUsage(&Usage, &UsageCore) PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)Ĭhecking the mentioned file I noticed a difference between the mac source and the windows source: UATHelper: Packaging (iOS): clang: error: linker command failed with exit code 1 (use -v to see invocation) UATHelper: Packaging (iOS): ld: symbol(s) not found for architecture arm64 UATHelper: Packaging (iOS): UFMODBlueprintStatics::EventInstanceTriggerCue(FFMODEventInstance) in UATHelper: Packaging (iOS): UFMODAudioComponent::TriggerCue() in UATHelper: Packaging (iOS): "FMOD::Studio::EventInstance::triggerCue()", referenced from: UATHelper: Packaging (iOS): (maybe you meant: FMOD::Studio::System::getCPUUsage(FMOD_STUDIO_CPU_USAGE*, FMOD_CPU_USAGE*) const) UATHelper: Packaging (iOS): FFMODStudioModule::Tick(float) in UATHelper: Packaging (iOS): "FMOD::Studio::System::getCPUUsage(FMOD_STUDIO_CPU_USAGE*) const", referenced from: At first I thought I just had to add the iOS binaries to the binaries folder, but it’s still failing trying to compile FMODStudioModule.cpp: UATHelper: Packaging (iOS): Undefined symbols for architecture arm64: The remote build fails when reaching fmod.
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