fix(audio): make runtime module self-contained for packaged targets - #126
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kunkunGames wants to merge 1 commit into
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fix(audio): make runtime module self-contained for packaged targets#126kunkunGames wants to merge 1 commit into
kunkunGames wants to merge 1 commit into
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August 4, 2026 16:30
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Summary
Make
MonolithAudioRuntimeself-contained for packaged targets by including the public headers that own every engine symbol used by its implementation files.Problem
The runtime module compiled in Editor builds because declarations arrived transitively through shared-PCH or unity-build context. Its implementation files directly use
GEngine,UEngine::GetWorldFromContextObject,EGetWorldErrorMode, andIMPLEMENT_MODULE, but did not include the headers that declare those symbols.That implicit dependency is unsafe for monolithic
UnrealGametargets and can break packaged Development or Shipping builds even when the Editor target succeeds.Solution
Engine/Engine.hin the runtime perception implementationModules/ModuleManager.hin the runtime module implementationThis is deliberately a translation-unit ownership fix. It adds no module dependency and changes no runtime control flow, asset behavior, action surface, or configuration.
Verification
RunUAT BuildPlugin -TargetPlatforms=Win64 -Rocketpassed Editor Development, UnrealGame Development, and UnrealGame Shipping; UAT exit code 0RunUAT BuildPlugin -TargetPlatforms=Win64 -Rocketpassed Editor Development, UnrealGame Development, and UnrealGame Shipping; UAT exit code 0MonolithAudioPerceptionStatics.cppandMonolithAudioRuntimeModule.cppas individual non-unity actions.uprojectEngineAssociationvaluesgit diff --checkpassedDocs/testing/2026-08-04-audio-runtime-packaged-target.mdCompatibility and risk
The change is compile-time only and preserves existing runtime behavior. It removes reliance on incidental Editor include order, so the affected packaged build paths become more deterministic without requiring migration.
Visual evidence
Not applicable: this is a compile dependency correction with no visual or editor-facing UI change.