# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=19

[Latest](https://qa.fmod.com/latest.md) · [Categories](https://qa.fmod.com/categories.md) · [Tags](https://qa.fmod.com/tags.md)

**Page:** 20

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## ["An invalid paramter was passed ro this function" on Audio Volumes with snapshots](https://qa.fmod.com/t/an-invalid-paramter-was-passed-ro-this-function-on-audio-volumes-with-snapshots/18233)

<div class="topic-metadata">

**Author:** [@Gmol](https://qa.fmod.com/u/Gmol)\
**Replies:** 6\
**Last updated:** [February 3, 2022, 10:30am UTC](https://qa.fmod.com/t/an-invalid-paramter-was-passed-ro-this-function-on-audio-volumes-with-snapshots/18233 "2022-02-03T10:30:44Z")

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My goal is to place an audio volume in a level with an applied Fmod-snapshot. If I place an audio volume and leave the Reverb Effect empty, I don’t get any errors. But if I apply an Fmod-snapshot, the Output log shows Lo…

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## [FMOD Event Won't Build](https://qa.fmod.com/t/fmod-event-wont-build/18287)

<div class="topic-metadata">

**Author:** [@Bryle](https://qa.fmod.com/u/Bryle)\
**Replies:** 1\
**Last updated:** [January 31, 2022, 4:59am UTC](https://qa.fmod.com/t/fmod-event-wont-build/18287 "2022-01-31T04:59:23Z")

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Hi FMOD Forums! I have been have a long term issue with FMOD refusing to build our game’s music track in Unreal. Here’s a screenshot: As you can see in the screenshot, the actual event is fairly complex with a numbe…

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## [Launch Switch from Ue4](https://qa.fmod.com/t/launch-switch-from-ue4/18239)

<div class="topic-metadata">

**Author:** [@Wsahl](https://qa.fmod.com/u/Wsahl)\
**Replies:** 2\
**Last updated:** [January 26, 2022, 10:10pm UTC](https://qa.fmod.com/t/launch-switch-from-ue4/18239 "2022-01-26T22:10:25Z")

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Hi! We are trying to launch our project to the Nintendo Switch Edev from Unreal. The launch ends with this message: LogPlayLevel: Building 4 actions with 8 processes... LogPlayLevel: \[1/4\] C:\\Users\\Carl\\Documents…

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## [UE4.26 project with FMOD is crashing on an Xbox One GDK build](https://qa.fmod.com/t/ue4-26-project-with-fmod-is-crashing-on-an-xbox-one-gdk-build/18249)

<div class="topic-metadata">

**Author:** [@fabricio.faria](https://qa.fmod.com/u/fabricio.faria)\
**Replies:** 0\
**Last updated:** [January 20, 2022, 9:05pm UTC](https://qa.fmod.com/t/ue4-26-project-with-fmod-is-crashing-on-an-xbox-one-gdk-build/18249 "2022-01-20T21:05:09Z")

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Hi there, I’m trying to build a UE4 project for XboxOne using GDK, but the project crashes on startup. I’ve tried following the steps outlined in the documentation for XboxOne (GameCore) platform, including altering the…

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## [Allowing FMOD Events to respect Ambient Volumes](https://qa.fmod.com/t/allowing-fmod-events-to-respect-ambient-volumes/18248)

<div class="topic-metadata">

**Author:** [@SK\_Jynx](https://qa.fmod.com/u/SK_Jynx)\
**Replies:** 1\
**Last updated:** [January 20, 2022, 9:19pm UTC](https://qa.fmod.com/t/allowing-fmod-events-to-respect-ambient-volumes/18248 "2022-01-20T21:19:43Z")

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We already know that FMOD Events fired from things like PlayEventAttached do not respect Ambient Zones in Unreal. The problem is we use BPFLs to fire events at locations based on our own collision handler that calls a Pl…

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## [Unreal "Check Project" not working with relative paths](https://qa.fmod.com/t/unreal-check-project-not-working-with-relative-paths/18206)

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**Author:** [@osome](https://qa.fmod.com/u/osome)\
**Replies:** 3\
**Last updated:** [January 13, 2022, 5:08am UTC](https://qa.fmod.com/t/unreal-check-project-not-working-with-relative-paths/18206 "2022-01-13T05:08:00Z")

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Hi, When, from Unreal, using “Help \> check Fmod project” There is a warning about output path, that is wrong when output path is set to a relative path. Relative path is really useful for anyone not working on his own…

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## [AnimNotifyPlay problem](https://qa.fmod.com/t/animnotifyplay-problem/18208)

<div class="topic-metadata">

**Author:** [@naxer](https://qa.fmod.com/u/naxer)\
**Replies:** 1\
**Last updated:** [January 12, 2022, 6:58pm UTC](https://qa.fmod.com/t/animnotifyplay-problem/18208 "2022-01-12T18:58:09Z")

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I have UFMODAnimNotifyPlay in my montages and for some reson the event stop playing when i attach the event via “AttachName”. Seems like this is the issue on the new version of the engine/Integration (4.27 / 2.02.05) . …

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## [Fmod event callbacks in Blueprint](https://qa.fmod.com/t/fmod-event-callbacks-in-blueprint/18194)

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**Author:** [@lukpcn](https://qa.fmod.com/u/lukpcn)\
**Replies:** 4\
**Last updated:** [January 12, 2022, 5:34pm UTC](https://qa.fmod.com/t/fmod-event-callbacks-in-blueprint/18194 "2022-01-12T17:34:03Z")

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I need help with FMOD Event callbacks in BP UE4 (described here: https://fmod.com/resources/documentation-unreal…) I Created Audio component with Enable Timetime Callbacks enabled. It is being played, I can hear it but …

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## [Set parameter when using Play Event Attached Node](https://qa.fmod.com/t/set-parameter-when-using-play-event-attached-node/18192)

<div class="topic-metadata">

**Author:** [@bentrovato3](https://qa.fmod.com/u/bentrovato3)\
**Replies:** 4\
**Last updated:** [January 9, 2022, 4:33pm UTC](https://qa.fmod.com/t/set-parameter-when-using-play-event-attached-node/18192 "2022-01-09T16:33:21Z")

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Is it possible to set a parameter on a 3D event using the Play Event Attached node? That node in UE4 doesn’t return an instance but rather an object reference, which FMOD Event Instance Set Parameter cannot alter. Any id…

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## [How to control a parameter with a slider in Unreal?](https://qa.fmod.com/t/how-to-control-a-parameter-with-a-slider-in-unreal/18196)

<div class="topic-metadata">

**Author:** [@Tomas\_F](https://qa.fmod.com/u/Tomas_F)\
**Replies:** 1\
**Last updated:** [January 9, 2022, 3:50pm UTC](https://qa.fmod.com/t/how-to-control-a-parameter-with-a-slider-in-unreal/18196 "2022-01-09T15:50:48Z")

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Hi there. I know this is a noob question, but I am just trying to figure things out. I want to setup a simplest slider in Unreal that would be linked to any parameter that I set up in FMOD project. Pitch change, volume, …

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## [FMOD Reverb Send Parameter in UE4](https://qa.fmod.com/t/fmod-reverb-send-parameter-in-ue4/18174)

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**Author:** [@bentrovato3](https://qa.fmod.com/u/bentrovato3)\
**Replies:** 2\
**Last updated:** [January 7, 2022, 5:02pm UTC](https://qa.fmod.com/t/fmod-reverb-send-parameter-in-ue4/18174 "2022-01-07T17:02:10Z")

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This may be more of a UE4 question, but here’s what I’m considering: Reverbs that are triggered by AHDSR are usually fine, but are slightly unrealistic in that there is a threshold where the AHDSR is triggered, as oppos…

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## ["Objects have the same fully qualified name but different paths"](https://qa.fmod.com/t/objects-have-the-same-fully-qualified-name-but-different-paths/18117)

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**Author:** [@Gmol](https://qa.fmod.com/u/Gmol)\
**Replies:** 7\
**Last updated:** [January 4, 2022, 2:28pm UTC](https://qa.fmod.com/t/objects-have-the-same-fully-qualified-name-but-different-paths/18117 "2022-01-04T14:28:09Z")

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Running a project with UE4. Everytime I create a mixer snapshot and build the banks, I get this error. Fatal error: \[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp\] \[Line: …

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## [Missing DSPs, sounds won't play](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099)

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**Author:** [@crossmr2](https://qa.fmod.com/u/crossmr2)\
**Replies:** 6\
**Last updated:** [December 29, 2021, 10:15pm UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099 "2021-12-29T22:15:04Z")

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While there are a couple of old topics on this, the documentation they link to is broken. It looks like FMOD updated the documentation links and didn’t set up any redirects. I’m coming into a project using FMOD, and FMO…

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## [Inconsistent reverb effect between fmod studio and unreal](https://qa.fmod.com/t/inconsistent-reverb-effect-between-fmod-studio-and-unreal/18089)

<div class="topic-metadata">

**Author:** [@fx1](https://qa.fmod.com/u/fx1)\
**Replies:** 6\
**Last updated:** [December 24, 2021, 6:02pm UTC](https://qa.fmod.com/t/inconsistent-reverb-effect-between-fmod-studio-and-unreal/18089 "2021-12-24T18:02:46Z")

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I am on a project using the Fmod Unreal Integration Plugin version 2.01.07 and Fmod Studio 2.01.00. The reverb effect within unreal has an added echo when applied in unreal while having no such echo when applied within …

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## [Changing example Shooter Game's Unreal audio engine to FMOD by modifying C++ code (help)](https://qa.fmod.com/t/changing-example-shooter-games-unreal-audio-engine-to-fmod-by-modifying-c-code-help/18130)

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**Author:** [@filvox](https://qa.fmod.com/u/filvox)\
**Replies:** 0\
**Last updated:** [December 21, 2021, 10:01pm UTC](https://qa.fmod.com/t/changing-example-shooter-games-unreal-audio-engine-to-fmod-by-modifying-c-code-help/18130 "2021-12-21T22:01:47Z")

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Okay, I’ve got this assignment in which I need to completely strip a UE project off of it’s original UE implemented audio and reimplement my own sound design through FMOD. The “game” I’m using is the Epic Games learning …

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## [How to find fmod events playing in a level UE4](https://qa.fmod.com/t/how-to-find-fmod-events-playing-in-a-level-ue4/18113)

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**Author:** [@zackregansounds](https://qa.fmod.com/u/zackregansounds)\
**Replies:** 1\
**Last updated:** [December 20, 2021, 11:24pm UTC](https://qa.fmod.com/t/how-to-find-fmod-events-playing-in-a-level-ue4/18113 "2021-12-20T23:24:32Z")

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I am trying to find all fmod events that are playing within a radius of the player in Unreal through C++. I am working on audio occlusion because the built in one with unreal is not the best. The only thing I was able to…

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## [Fmod instance vs Fmod Audio component](https://qa.fmod.com/t/fmod-instance-vs-fmod-audio-component/18115)

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**Author:** [@zackregansounds](https://qa.fmod.com/u/zackregansounds)\
**Replies:** 2\
**Last updated:** [December 20, 2021, 7:56pm UTC](https://qa.fmod.com/t/fmod-instance-vs-fmod-audio-component/18115 "2021-12-20T19:56:56Z")

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What exactly is the difference between these two and when should I use them? I am making my own occlusion system, bc I dont like unreals.

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## [Automation FMOD issues with UE4](https://qa.fmod.com/t/automation-fmod-issues-with-ue4/18097)

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**Author:** [@DoomlordInteractive](https://qa.fmod.com/u/DoomlordInteractive)\
**Replies:** 5\
**Last updated:** [December 20, 2021, 5:55am UTC](https://qa.fmod.com/t/automation-fmod-issues-with-ue4/18097 "2021-12-20T05:55:52Z")

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Hi, We’re currently using Jenkins to automate builds. Today I implemented to build banks in FMOD using command line, before building the game. However, when it builds banks it probably validates the project and adds “+…

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## [Tips for newbie for using FMOD in ONLINE multiplayer Unreal project?](https://qa.fmod.com/t/tips-for-newbie-for-using-fmod-in-online-multiplayer-unreal-project/18096)

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**Author:** [@Tomas\_F](https://qa.fmod.com/u/Tomas_F)\
**Replies:** 1\
**Last updated:** [December 20, 2021, 12:35am UTC](https://qa.fmod.com/t/tips-for-newbie-for-using-fmod-in-online-multiplayer-unreal-project/18096 "2021-12-20T00:35:36Z")

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Hi there everyone, I would love to know what happens when I integrate FMOD into project in Unreal, which is supposed to be online. My experience so far was only with offline games, but I am not sure, how the build behav…

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## [Best settings for a different platforms](https://qa.fmod.com/t/best-settings-for-a-different-platforms/18105)

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**Author:** [@LarryTM](https://qa.fmod.com/u/LarryTM)\
**Replies:** 1\
**Last updated:** [December 16, 2021, 11:20pm UTC](https://qa.fmod.com/t/best-settings-for-a-different-platforms/18105 "2021-12-16T23:20:05Z")

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Hi, Is there any list of the suggested settings for each platform (Xbox, PlayStation, Switch) for example like what kind of codec to use, channels count, FileBufferSize, MemoryPoolSizes, use Streams or not, etc? Best, R…

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## [Packaging error when using remote mac compile for iOS build](https://qa.fmod.com/t/packaging-error-when-using-remote-mac-compile-for-ios-build/18079)

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**Author:** [@riversandwine](https://qa.fmod.com/u/riversandwine)\
**Replies:** 2\
**Last updated:** [December 16, 2021, 8:47pm UTC](https://qa.fmod.com/t/packaging-error-when-using-remote-mac-compile-for-ios-build/18079 "2021-12-16T20:47:39Z")

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The remote build fails when reaching fmod. 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): Und…

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## [4.27 FMOD 2.02.03/04 - Creating New Port results in 'Attempted to create package with name containing double slashes'](https://qa.fmod.com/t/4-27-fmod-2-02-03-04-creating-new-port-results-in-attempted-to-create-package-with-name-containing-double-slashes/18051)

<div class="topic-metadata">

**Author:** [@Zelotos1](https://qa.fmod.com/u/Zelotos1)\
**Replies:** 2\
**Last updated:** [December 10, 2021, 9:58am UTC](https://qa.fmod.com/t/4-27-fmod-2-02-03-04-creating-new-port-results-in-attempted-to-create-package-with-name-containing-double-slashes/18051 "2021-12-10T09:58:13Z")

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Hi Firelight! We’ve run into an issue where Unreal crashes due to a double slash in the file path that refers to a newly created port (the first port in the project). Even though adding new events works fine, adding a p…

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## [Play Audio on Timeline Marker Not Working](https://qa.fmod.com/t/play-audio-on-timeline-marker-not-working/16259)

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**Author:** [@Bryle](https://qa.fmod.com/u/Bryle)\
**Replies:** 6\
**Last updated:** [December 9, 2021, 1:35am UTC](https://qa.fmod.com/t/play-audio-on-timeline-marker-not-working/16259 "2021-12-09T01:35:15Z")

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Hello! I’m looking to trigger audio after a certain marker is hit on a event timeline. I set EnableTimelineCallbacks to true, but I can’t seem to have even a very simple example fire. What am I missing? Thank you!

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## [Attenuation not working correctly](https://qa.fmod.com/t/attenuation-not-working-correctly/17985)

<div class="topic-metadata">

**Author:** [@avillegasr](https://qa.fmod.com/u/avillegasr)\
**Replies:** 5\
**Last updated:** [November 24, 2021, 8:01pm UTC](https://qa.fmod.com/t/attenuation-not-working-correctly/17985 "2021-11-24T20:01:05Z")

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Hello everyone, we’re using UE 4.26.1 AND fmod 2.01.09 Our attenuations for a weapon system are not working correctly and we can’t figure out why. They have the default curve and a fairly big distance, but the sounds ar…

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## [“Loading DLL fmod.dll failed with status 0xc0000135” UE4.26 Xbox One Build](https://qa.fmod.com/t/loading-dll-fmod-dll-failed-with-status-0xc0000135-ue4-26-xbox-one-build/18046)

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**Author:** [@anarchanoid](https://qa.fmod.com/u/anarchanoid)\
**Replies:** 1\
**Last updated:** [December 7, 2021, 12:22am UTC](https://qa.fmod.com/t/loading-dll-fmod-dll-failed-with-status-0xc0000135-ue4-26-xbox-one-build/18046 "2021-12-07T00:22:35Z")

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Hi! I am using UE4.26 and FMOD 2.01.10 and since updating to 4.26, my xbox build crashes on launch with the above message. I have made sure the platform folders are in the correct spot for 4.26, as ps4 works fine. Is the…

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## [FMOD crashing UE5 on compile banks](https://qa.fmod.com/t/fmod-crashing-ue5-on-compile-banks/18018)

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**Author:** [@crookedlungs](https://qa.fmod.com/u/crookedlungs)\
**Replies:** 1\
**Last updated:** [December 6, 2021, 5:40am UTC](https://qa.fmod.com/t/fmod-crashing-ue5-on-compile-banks/18018 "2021-12-06T05:40:28Z")

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Hello all, I am having an issue where building my banks causes UE5 to crash. After the crash, my project will crash on start unless I remove the FMOD folder from the project’s content folder. This has happened twice now…

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## [Errors while building the UE5 plugin](https://qa.fmod.com/t/errors-while-building-the-ue5-plugin/18015)

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**Author:** [@biblex](https://qa.fmod.com/u/biblex)\
**Replies:** 1\
**Last updated:** [November 30, 2021, 4:55am UTC](https://qa.fmod.com/t/errors-while-building-the-ue5-plugin/18015 "2021-11-30T04:55:29Z")

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Hi, i am trying to build the UE5 plugin within UE5. I get some errors, any ideas? LOG: Build started... 1\>------ Build started: Project: Jerusalem, Configuration: Development\_Editor x64 ------ 1\>Using bundled DotNet …

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## [Random crashes with FMOD when loading takes a lot of time (for example when cooking assets on the fly)](https://qa.fmod.com/t/random-crashes-with-fmod-when-loading-takes-a-lot-of-time-for-example-when-cooking-assets-on-the-fly/17992)

<div class="topic-metadata">

**Author:** [@Ogniok](https://qa.fmod.com/u/Ogniok)\
**Replies:** 1\
**Last updated:** [November 26, 2021, 3:46am UTC](https://qa.fmod.com/t/random-crashes-with-fmod-when-loading-takes-a-lot-of-time-for-example-when-cooking-assets-on-the-fly/17992 "2021-11-26T03:46:20Z")

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Hello, The FMOD integration for UE4 sometimes leads to crashes when loading takes a lot of time (for example when cooking assets on the fly) due to accessing some pointers in the integration that are not yet initialized…

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## [FMOD component won't get destroyed (keeps playing) after unloading stream level](https://qa.fmod.com/t/fmod-component-wont-get-destroyed-keeps-playing-after-unloading-stream-level/17630)

<div class="topic-metadata">

**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 4\
**Last updated:** [November 24, 2021, 9:06am UTC](https://qa.fmod.com/t/fmod-component-wont-get-destroyed-keeps-playing-after-unloading-stream-level/17630 "2021-11-24T09:06:27Z")

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The component is attached to a moving BP that gets destroyed after unloading the sublevel, however the loop keeps playing indefinitely after. The stop is gettings played in the BP’s end event but for some reason, the com…

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## [Engine upgrade, lost events](https://qa.fmod.com/t/engine-upgrade-lost-events/17944)

<div class="topic-metadata">

**Author:** [@kaosspectrum](https://qa.fmod.com/u/kaosspectrum)\
**Replies:** 3\
**Last updated:** [November 24, 2021, 1:21am UTC](https://qa.fmod.com/t/engine-upgrade-lost-events/17944 "2021-11-24T01:21:06Z")

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Upgraded from 4.25 to 4.27, got the 4.27 plugin of the same version we used on the 4.25 (2.01.12) yet it fails to load anything. http://thegames.dev/snaps/UE4Editor-Win64-DebugGame\_5QnJLdJ9pT.png as seen here, and this i…

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