Error Packaging with F-MOD plugin

I’v just switched over to 4.10.2 from 4.9, and Downloaded the most recent F-MOD Plugin (1.07.06)

-When I package a project without the F-MOD plugin it packages successfully.
And F-MOD works in the editor no problem. The problem only appears during packaging.

-If I drop the F-MOD plugin into the ENGINE FOLDER (C:\Program Files\Unreal Engine\4.10\Engine\Plugins) I get these two errors during packaging :

LINK : fatal error LNK1181: cannot open input file ‘C:\Program Files\Unreal Engine\4.10\Engine\Plugins\FMODStudio\Binaries\Win64\UE4-FMODStudioOculus.lib’

ERROR: UBT ERROR: Failed to produce item: D:\Unreal Projects\TestProject\Binaries\Win64\SimpleVehicle.exe


-If I drop the plugin into the PROJECT FOLDER instead (D:\Unreal Projects\TestProject\Plugins\FMODStudio) I get these two errors during packaging :

—*D:\InstalledSoftware\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: ‘corecrt.h’: No such file or directoryD:\InstalledSoftware\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: ‘corecrt.h’: No such file or directory

—ERROR: UBT ERROR: Failed to produce item: D:\Unreal Projects\TestProject\Plugins\FMODStudio\Binaries\Win64\UE4-FMODStudio.lib*

Previously for me UE4 was happy with the plugin being located in the Project folder.

If anybody has had a similar experience I’d be glad to hear your solution,

Thanks,

Jusmac.

EDIT : Different Errors -----------------------------------------------------------------------------

After downloading the new version of FMOD STUDIO (not the plugin) and rebuilding the banks, the above Errors have disappeared, but now I have some External Link errors:

UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_Initialize referenced in function "public: __cdecl FOculusInput::FOculusInput(class TSharedRef<class FGenericApplicationMessageHandler,0> const &)" (??0FOculusInput@@QEAA@AEBV?$TSharedRef@VFGenericApplicationMessageHandler@@$0A@@@@Z)

UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_Shutdown referenced in function "public: virtual __cdecl FOculusInput::~FOculusInput(void)" (??1FOculusInput@@UEAA@XZ)

UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_GetVersionString referenced in function "public: __cdecl FOculusInput::FOculusInput(class TSharedRef<class FGenericApplicationMessageHandler,0> const &)" (??0FOculusInput@@QEAA@AEBV?$TSharedRef@VFGenericApplicationMessageHandler@@$0A@@@@Z)

UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_GetInputState referenced in function "public: virtual void __cdecl FOculusInput::SendControllerEvents(void)" (?SendControllerEvents@FOculusInput@@UEAAXXZ)

UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_SetControllerVibration referenced in function "public: virtual void __cdecl FOculusInput::SetHapticFeedbackValues(int,int,struct FHapticFeedbackValues const &)" (?SetHapticFeedbackValues@FOculusInput@@UEAAXHHAEBUFHapticFeedbackValues@@@Z)

UnrealBuildTool: D:\Unreal Projects\AutoShopSimulator\Binaries\Win64\AutoShopSimulator.exe : fatal error LNK1120: 5 unresolved externals

I have since solved this packaging Error by Migrating my entire content, all ini configs ect, to a new blank Project and working with that. (although a project name change is required). I never did find the root of the problem but this method worked for me.