# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=1

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**Page:** 2

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## [Modding FMOD audio in Unreal Engine games](https://qa.fmod.com/t/modding-fmod-audio-in-unreal-engine-games/24256)

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**Author:** [@oldboydemon](https://qa.fmod.com/u/oldboydemon)\
**Replies:** 3\
**Last updated:** [May 25, 2026, 12:31am UTC](https://qa.fmod.com/t/modding-fmod-audio-in-unreal-engine-games/24256 "2026-05-25T00:31:15Z")

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Hi, I’ve recently been playing around with modding and am currently attempting to mod audio files in a game that uses FMOD. However, I’m struggling to get it working how I’d like, so I have a few questions that will hop…

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## [Freeze on Game Exit](https://qa.fmod.com/t/freeze-on-game-exit/23866)

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**Author:** [@apfelbaum](https://qa.fmod.com/u/apfelbaum)\
**Replies:** 5\
**Last updated:** [May 18, 2026, 9:52am UTC](https://qa.fmod.com/t/freeze-on-game-exit/23866 "2026-05-18T09:52:46Z")

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Hi, I am using the current latest FMOD Plugin for UE5.7 and whenever I exit the game in PIE the game freezes indefinitely. Here is the last log entry, I always have to close the engine via task manager. I have the assump…

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## [FMOD Haptics Warning: GameInput Runtime v2 Requirement](https://qa.fmod.com/t/fmod-haptics-warning-gameinput-runtime-v2-requirement/24255)

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**Author:** [@woong\_abutton](https://qa.fmod.com/u/woong_abutton)\
**Replies:** 1\
**Last updated:** [May 13, 2026, 2:22am UTC](https://qa.fmod.com/t/fmod-haptics-warning-gameinput-runtime-v2-requirement/24255 "2026-05-13T02:22:44Z")

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We are currently using the haptics feature in our game, and the following warning appears during execution: Error LogFMOD C:\\buildagent1\\work\\c1c3f17eb167c494\\external\\dsps\\fmod\_haptics\\platforms\\win\\src\\fmod\_haptics\_ma…

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## [Unreal 4.7, FMOD loses all references to bank and all generated files when regenerated, only works on a second load of Unreal](https://qa.fmod.com/t/unreal-4-7-fmod-loses-all-references-to-bank-and-all-generated-files-when-regenerated-only-works-on-a-second-load-of-unreal/20544)

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**Author:** [@MarkProveau](https://qa.fmod.com/u/MarkProveau)\
**Replies:** 13\
**Last updated:** [May 12, 2026, 1:11am UTC](https://qa.fmod.com/t/unreal-4-7-fmod-loses-all-references-to-bank-and-all-generated-files-when-regenerated-only-works-on-a-second-load-of-unreal/20544 "2026-05-12T01:11:54Z")

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I am havign a strange issue that is affecting my team and a large project we are part of. We have “FMOD 2.02.15, 64bit, built #134211” set up and have been using it for several months with varying degrees of success wit…

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## [GetParameterDescription called in Construction Script (Or OnConstruction in C++) returns empty array when running in a packaged build](https://qa.fmod.com/t/getparameterdescription-called-in-construction-script-or-onconstruction-in-c-returns-empty-array-when-running-in-a-packaged-build/15300)

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**Author:** [@paras238](https://qa.fmod.com/u/paras238)\
**Replies:** 3\
**Last updated:** [May 3, 2026, 5:23am UTC](https://qa.fmod.com/t/getparameterdescription-called-in-construction-script-or-onconstruction-in-c-returns-empty-array-when-running-in-a-packaged-build/15300 "2026-05-03T05:23:12Z")

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Hi I’ve been struggling with this for a while now. The GetParameterDescriptions function in UFMODEvent is supposed to return an array of type FMOD\_STUDIO\_PARAMETER\_DESCRIPTION. I’m trying to get FMOD parameter names i…

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## [Blueprint-accessible Programmer Instrument verification in Animation Preview](https://qa.fmod.com/t/blueprint-accessible-programmer-instrument-verification-in-animation-preview/24187)

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**Author:** [@HowuLi\_AButton](https://qa.fmod.com/u/HowuLi_AButton)\
**Replies:** 1\
**Last updated:** [April 25, 2026, 1:20am UTC](https://qa.fmod.com/t/blueprint-accessible-programmer-instrument-verification-in-animation-preview/24187 "2026-04-25T01:20:11Z")

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The Problem FMOD recommends Programmer Instruments as the preferred approach for multi-language audio implementation. However, there is currently no Blueprint-accessible way to verify Programmer Instrument behavior in th…

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## [Trying to create a 2D directional alarm](https://qa.fmod.com/t/trying-to-create-a-2d-directional-alarm/24149)

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**Author:** [@khorwynd](https://qa.fmod.com/u/khorwynd)\
**Replies:** 2\
**Last updated:** [April 23, 2026, 5:23pm UTC](https://qa.fmod.com/t/trying-to-create-a-2d-directional-alarm/24149 "2026-04-23T17:23:48Z")

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Alright, I need some help concepting something for a multiplayer game in UE5 and I can’t seem to put all the pieces together on the unreal side of things. I’m trying to create a beeping warning alarm when a projectile is…

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## [UE5.4.4 with fmod plugin 2.03.13 "dll and lib file arnt push on to our github "](https://qa.fmod.com/t/ue5-4-4-with-fmod-plugin-2-03-13-dll-and-lib-file-arnt-push-on-to-our-github/24164)

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**Author:** [@soundman42](https://qa.fmod.com/u/soundman42)\
**Replies:** 1\
**Last updated:** [April 20, 2026, 8:54am UTC](https://qa.fmod.com/t/ue5-4-4-with-fmod-plugin-2-03-13-dll-and-lib-file-arnt-push-on-to-our-github/24164 "2026-04-20T08:54:46Z")

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hi all me and my team are facing this problem for the last 3 weeks and have hade no success with fixing it. we’ve narrowed down the problem to 2 spersfic files types (dll and lib) that do not push to our git hub resul…

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## [UE 5.6.1 with FMOD 2.03.12 - Setting up Global parameters through sequencer](https://qa.fmod.com/t/ue-5-6-1-with-fmod-2-03-12-setting-up-global-parameters-through-sequencer/24163)

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**Author:** [@lmgarciac](https://qa.fmod.com/u/lmgarciac)\
**Replies:** 1\
**Last updated:** [April 20, 2026, 8:51am UTC](https://qa.fmod.com/t/ue-5-6-1-with-fmod-2-03-12-setting-up-global-parameters-through-sequencer/24163 "2026-04-20T08:51:39Z")

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I’ve seen this closed topic referencing this issue but it’s quite old, where tech support confirms global parameter setting through sequencer isn’t possible. I’m wondering if any solution has been implemented for this i…

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## [Desktop是保留字!UE在打包Android时不允许通过!](https://qa.fmod.com/t/desktop-ue-android/24181)

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**Author:** [@pio57019](https://qa.fmod.com/u/pio57019)\
**Replies:** 7\
**Last updated:** [April 17, 2026, 11:39am UTC](https://qa.fmod.com/t/desktop-ue-android/24181 "2026-04-17T11:39:39Z")

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Desktop是保留字!UE在打包Android时不允许通过! 我使用命令打包 C:\\Epic Games\\UE\_5.7\\Engine\\Build\\BatchFiles\>RunUAT.bat BuildCookRun -project=C:/UE/StrangeAutumn\_Andro/StrangeAutumn\_Andro.uproject -noP4 -platform=Android -clientconfig=Shippi…

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## [The Encryption key error on MacOS - UE5.5 with FMOD 2.03.08](https://qa.fmod.com/t/the-encryption-key-error-on-macos-ue5-5-with-fmod-2-03-08/23495)

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**Author:** [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Replies:** 3\
**Last updated:** [April 16, 2026, 12:39am UTC](https://qa.fmod.com/t/the-encryption-key-error-on-macos-ue5-5-with-fmod-2-03-08/23495 "2026-04-16T00:39:47Z")

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I’d like to report a bug found in Unreal Engine 5.5 and FMOD Studio 2.03.08. The issue is related to the Encryption Key on macOS. When the Encryption Key is applied, audio in the banks cannot be read. The following err…

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## [Move Fmod Downmix down the chain](https://qa.fmod.com/t/move-fmod-downmix-down-the-chain/23971)

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**Author:** [@NoDzofSound](https://qa.fmod.com/u/NoDzofSound)\
**Replies:** 8\
**Last updated:** [April 14, 2026, 12:26am UTC](https://qa.fmod.com/t/move-fmod-downmix-down-the-chain/23971 "2026-04-14T00:26:33Z")

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Hi there, working on a project in channel format 7.1.4. Recently, we noticed that the down mix to stereo clips on the system, despite there being a limiter on the master bus. Looking at the down mix matrix and the fact t…

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## [Using multiple platforms for the purpose of output formats](https://qa.fmod.com/t/using-multiple-platforms-for-the-purpose-of-output-formats/24143)

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**Author:** [@louietaylorcomposer](https://qa.fmod.com/u/louietaylorcomposer)\
**Replies:** 2\
**Last updated:** [April 9, 2026, 6:49am UTC](https://qa.fmod.com/t/using-multiple-platforms-for-the-purpose-of-output-formats/24143 "2026-04-09T06:49:15Z")

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Hello, We’ve been following a few topics and also documentation on this issue of using different platforms for different outputs. The aim is the have a 5.1 surround mix for the default ‘Desktop’ platform and then ‘Deskt…

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## [Unwanted messages when team members get latest with UE5 + Perforce P4V](https://qa.fmod.com/t/unwanted-messages-when-team-members-get-latest-with-ue5-perforce-p4v/24109)

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**Author:** [@BasBertrand](https://qa.fmod.com/u/BasBertrand)\
**Replies:** 4\
**Last updated:** [April 9, 2026, 1:51am UTC](https://qa.fmod.com/t/unwanted-messages-when-team-members-get-latest-with-ue5-perforce-p4v/24109 "2026-04-09T01:51:31Z")

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Hello, We’ve been running into some issues with generated assets in the content folder in UE5.6 with P4V source control. We follow the recommended workflow and exclude generated assets from source control, and use the p…

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## [Previewing Spatialized FMOD Event in Sequencer UE 5.6](https://qa.fmod.com/t/previewing-spatialized-fmod-event-in-sequencer-ue-5-6/24138)

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**Author:** [@lmgarciac](https://qa.fmod.com/u/lmgarciac)\
**Replies:** 3\
**Last updated:** [April 8, 2026, 3:33pm UTC](https://qa.fmod.com/t/previewing-spatialized-fmod-event-in-sequencer-ue-5-6/24138 "2026-04-08T15:33:25Z")

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Hello! I haven’t found any topics covering this. I’ve managed to preview FMOD Events in the sequencer with some code changes, but 3D spatialized sounds don’t seem to play at all. Is this even supported currently? Than…

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## [Communicating Parameter Value between UE5 and FMOD Effect Chain](https://qa.fmod.com/t/communicating-parameter-value-between-ue5-and-fmod-effect-chain/24125)

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**Author:** [@Iuncturum](https://qa.fmod.com/u/Iuncturum)\
**Replies:** 1\
**Last updated:** [March 31, 2026, 12:12am UTC](https://qa.fmod.com/t/communicating-parameter-value-between-ue5-and-fmod-effect-chain/24125 "2026-03-31T00:12:02Z")

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I’m having some issues with creating a simple sound system I call sots (size of the space). I simply use a radial line trace to get an approximate value representing the openness of the space and then want that float val…

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## [Distorted and clicking sound with AudioLink](https://qa.fmod.com/t/distorted-and-clicking-sound-with-audiolink/23810)

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**Author:** [@AndreaGiaccone](https://qa.fmod.com/u/AndreaGiaccone)\
**Replies:** 4\
**Last updated:** [March 26, 2026, 11:13am UTC](https://qa.fmod.com/t/distorted-and-clicking-sound-with-audiolink/23810 "2026-03-26T11:13:07Z")

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Hi everyone, I’m trying to route Unreal Engine audio into FMOD using AudioLink, but I’m running into audio distortion and constant clicking issues. I’ve tested both approaches: Routing audio from an Unreal Submix in…

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## [Scatterer Instrument Keeps Using CPU When Virtualized Despite Being Out of Range](https://qa.fmod.com/t/scatterer-instrument-keeps-using-cpu-when-virtualized-despite-being-out-of-range/24069)

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**Author:** [@woong\_abutton](https://qa.fmod.com/u/woong_abutton)\
**Replies:** 4\
**Last updated:** [March 24, 2026, 4:20am UTC](https://qa.fmod.com/t/scatterer-instrument-keeps-using-cpu-when-virtualized-despite-being-out-of-range/24069 "2026-03-24T04:20:37Z")

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Even though the scatterer instrument is set to virtualize, it keeps consuming about 0.5% CPU even when it’s far beyond the maximum distance. So I added a trigger condition to set the instrument’s volume to 0 when it’…

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## [Error when compiling UE5.5 project (boolean bAllowShrinking has been deprecated)](https://qa.fmod.com/t/error-when-compiling-ue5-5-project-boolean-ballowshrinking-has-been-deprecated/24084)

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**Author:** [@gabrielsn](https://qa.fmod.com/u/gabrielsn)\
**Replies:** 1\
**Last updated:** [March 13, 2026, 3:47am UTC](https://qa.fmod.com/t/error-when-compiling-ue5-5-project-boolean-ballowshrinking-has-been-deprecated/24084 "2026-03-13T03:47:16Z")

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Hello, I am a sound designer currently working on a project using Unreal Engine 5.5.4 and the UE 5.5 FMOD integration (version 2.03.12, which is the latest release as of this post). Recently, one of the team members st…

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## [Nested event instrument loop not stopping](https://qa.fmod.com/t/nested-event-instrument-loop-not-stopping/24091)

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**Author:** [@swbrown](https://qa.fmod.com/u/swbrown)\
**Replies:** 1\
**Last updated:** [March 11, 2026, 4:29am UTC](https://qa.fmod.com/t/nested-event-instrument-loop-not-stopping/24091 "2026-03-11T04:29:42Z")

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Our UE5 FMOD 2.03.09 project has a looping event that contains an event instrument that also loops, and we were seeing it not stop when stop was called on the parent event from UE, and the audio component wasn’t destroyi…

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## [Animation Preview No Longer Works (2.03.08 - 5.5)](https://qa.fmod.com/t/animation-preview-no-longer-works-2-03-08-5-5/23039)

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**Author:** [@EloyDeck13](https://qa.fmod.com/u/EloyDeck13)\
**Replies:** 23\
**Last updated:** [March 6, 2026, 3:36pm UTC](https://qa.fmod.com/t/animation-preview-no-longer-works-2-03-08-5-5/23039 "2026-03-06T15:36:31Z")

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Issue: in 2.03.08 Unreal Engine 5.5, animation montages/sequences no longer play sound. Proposed Solution: After checking change history, in the 2.03.08 integration, - UFMODAudioComponent::Play()::729 was changed, in …

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## [Higher priority virtual voices are stealing lower priority voices in range](https://qa.fmod.com/t/higher-priority-virtual-voices-are-stealing-lower-priority-voices-in-range/24055)

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**Author:** [@BasBertrand](https://qa.fmod.com/u/BasBertrand)\
**Replies:** 6\
**Last updated:** [February 26, 2026, 8:16am UTC](https://qa.fmod.com/t/higher-priority-virtual-voices-are-stealing-lower-priority-voices-in-range/24055 "2026-02-26T08:16:43Z")

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Hi, I’m trying to get a better understanding of FMOD’s priority system and how it relates to virtual voices, and I wonder if this is expected behavior or a bug. In an environment with many playing FMOD events, higher p…

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## [Ue 5.5](https://qa.fmod.com/t/ue-5-5/22312)

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**Author:** [@FunkyMouse](https://qa.fmod.com/u/FunkyMouse)\
**Replies:** 19\
**Last updated:** [February 24, 2026, 1:31pm UTC](https://qa.fmod.com/t/ue-5-5/22312 "2026-02-24T13:31:02Z")

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Hi, just checking if anyone knows when the plugin for UE5.5 will be out

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## [Spatializer Override Min & Max Distance values cannot review on UE - UE5.7.1 with FMOD 2.03.11](https://qa.fmod.com/t/spatializer-override-min-max-distance-values-cannot-review-on-ue-ue5-7-1-with-fmod-2-03-11/23847)

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**Author:** [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Replies:** 5\
**Last updated:** [February 23, 2026, 9:32pm UTC](https://qa.fmod.com/t/spatializer-override-min-max-distance-values-cannot-review-on-ue-ue5-7-1-with-fmod-2-03-11/23847 "2026-02-23T21:32:00Z")

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Hi, I found a bug with Unreal integration - UE5.7.1 with FMOD 2.03.11 When I change Distance override values, These gizmo is not changed. But sound is changed. When I change Event Macros Min & Max distance val…

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## [Programmer Instrument - 'Get length' in Unreal Blueprints possible?](https://qa.fmod.com/t/programmer-instrument-get-length-in-unreal-blueprints-possible/24017)

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**Author:** [@SonicSurgeon](https://qa.fmod.com/u/SonicSurgeon)\
**Replies:** 3\
**Last updated:** [February 20, 2026, 1:27am UTC](https://qa.fmod.com/t/programmer-instrument-get-length-in-unreal-blueprints-possible/24017 "2026-02-20T01:27:57Z")

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Hi, Fmod 2.03.12 and Unreal Engine 5.5.4. We have an implementation working using programmer sounds/instruments, however we need to get the length of a programmer sound. Is this possible in Blueprints or does it need t…

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## [UE 5.6 Editor Crash When Redirectors Present in FMOD Import Folder](https://qa.fmod.com/t/ue-5-6-editor-crash-when-redirectors-present-in-fmod-import-folder/24006)

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**Author:** [@lmgarciac](https://qa.fmod.com/u/lmgarciac)\
**Replies:** 1\
**Last updated:** [February 18, 2026, 4:20am UTC](https://qa.fmod.com/t/ue-5-6-editor-crash-when-redirectors-present-in-fmod-import-folder/24006 "2026-02-18T04:20:57Z")

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Hello support team! Our team is having an issue when importing some Events. If the FMOD generated banks have an event that needs to be imported in UE, i.e: Event → ThisEvent And for some reason the UE import folder ha…

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## [AHDSR of one event instance affecting another](https://qa.fmod.com/t/ahdsr-of-one-event-instance-affecting-another/23949)

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**Author:** [@brunomend](https://qa.fmod.com/u/brunomend)\
**Replies:** 7\
**Last updated:** [February 16, 2026, 8:07am UTC](https://qa.fmod.com/t/ahdsr-of-one-event-instance-affecting-another/23949 "2026-02-16T08:07:06Z")

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I’m trying to hook up some new move SFX in a game I’m working on and I’ve been running into a weird behavior in FMOD Studio 2.03.09 with AHDSR. Whenever I play multiple instances of the same event in fast succession, th…

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## [Programmer Instrument is totally not working UE5.6 with FMOD2.03.11](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980)

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**Author:** [@HowuLi\_AButton](https://qa.fmod.com/u/HowuLi_AButton)\
**Replies:** 4\
**Last updated:** [February 13, 2026, 7:29am UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980 "2026-02-13T07:29:43Z")

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Programmer Instrument is not functioning at all, and only the following warning messages are being logged. I think it’s a BUG. LogFMOD: Warning: C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\_api\\src\\fmod\_shadow\_event.cpp(…

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## [Does Unreal AudioLink work on XBox platforms?](https://qa.fmod.com/t/does-unreal-audiolink-work-on-xbox-platforms/23925)

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**Author:** [@jeremyabel](https://qa.fmod.com/u/jeremyabel)\
**Replies:** 3\
**Last updated:** [February 13, 2026, 1:04am UTC](https://qa.fmod.com/t/does-unreal-audiolink-work-on-xbox-platforms/23925 "2026-02-13T01:04:19Z")

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Does the support for Unreal AudioLink work on Xbox platforms? The platform docs mention that FMOD will not work with inbuilt UE audio on Xbox, and I remember having to turn this off via an ini file for our previous title…

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## [Adding Occlusion Effect To All My Sound Events](https://qa.fmod.com/t/adding-occlusion-effect-to-all-my-sound-events/23906)

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**Author:** [@Luurio](https://qa.fmod.com/u/Luurio)\
**Replies:** 3\
**Last updated:** [February 12, 2026, 9:58pm UTC](https://qa.fmod.com/t/adding-occlusion-effect-to-all-my-sound-events/23906 "2026-02-12T21:58:03Z")

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I just got my Occlusion working for a single sound. In Fmod I have a local param “Occlusion“ that’s doing the effect change, and in UE5 I have the occlusion enabled for the Fmod component, and that works on its own in UE…

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