# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=23

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

**Page:** 24

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## [Oculus VRC check failure](https://qa.fmod.com/t/oculus-vrc-check-failure/17168)

<div class="topic-metadata">

**Author:** [@Eskal](https://qa.fmod.com/u/Eskal)\
**Replies:** 1\
**Last updated:** [May 7, 2021, 6:46pm UTC](https://qa.fmod.com/t/oculus-vrc-check-failure/17168 "2021-05-07T18:46:10Z")

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Hey there, I’am struggling with passing the Oculus VRC while submitting an app. Everything works fine while testing game locally, but when submitting the VRC still gives me “The app does not target the audio device sele…

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## [How to load mutiple banks from different FMOD project in a game?](https://qa.fmod.com/t/how-to-load-mutiple-banks-from-different-fmod-project-in-a-game/15275)

<div class="topic-metadata">

**Author:** [@yeohxiong](https://qa.fmod.com/u/yeohxiong)\
**Replies:** 4\
**Last updated:** [May 7, 2021, 1:54am UTC](https://qa.fmod.com/t/how-to-load-mutiple-banks-from-different-fmod-project-in-a-game/15275 "2021-05-07T01:54:04Z")

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Hi, I’d like to use content from multiple banks that created from multiple different project. How cand I do this? Thanks in advance!

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## [FMOD Integration (UE 4.26) Causes Project to crash on Editor startup](https://qa.fmod.com/t/fmod-integration-ue-4-26-causes-project-to-crash-on-editor-startup/16991)

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**Author:** [@tofutimbre](https://qa.fmod.com/u/tofutimbre)\
**Replies:** 3\
**Last updated:** [May 5, 2021, 1:56am UTC](https://qa.fmod.com/t/fmod-integration-ue-4-26-causes-project-to-crash-on-editor-startup/16991 "2021-05-05T01:56:46Z")

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Hi, We’ve migrated our project to UE4.26 and with it switched to the latest FMOD integration, but unfortunatley we’re getting a crash on start up, caused by FMOD. Here’s the call stack: FWindowsErrorOutputDevice::Ser…

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## [Fader removes height with 3D Object Spatializer](https://qa.fmod.com/t/fader-removes-height-with-3d-object-spatializer/17107)

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**Author:** [@alexandreMarie](https://qa.fmod.com/u/alexandreMarie)\
**Replies:** 8\
**Last updated:** [May 3, 2021, 2:08am UTC](https://qa.fmod.com/t/fader-removes-height-with-3d-object-spatializer/17107 "2021-05-03T02:08:15Z")

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Hi everyone, I want to make my project Dolby Atmos ready. I modified the 2.01.09 UE4 Integration with the Spatial 7.1.4 settings available (the code is available inside FMOD GitHub repo). With Dolby Access installed and…

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## [Passing the "Beat" of a song to a parameter in UE4](https://qa.fmod.com/t/passing-the-beat-of-a-song-to-a-parameter-in-ue4/17097)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 4\
**Last updated:** [April 30, 2021, 7:03am UTC](https://qa.fmod.com/t/passing-the-beat-of-a-song-to-a-parameter-in-ue4/17097 "2021-04-30T07:03:35Z")

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Hi, I’m trying to think of a way I could cause a pulse in animation by reading beat of the music via FMOD. The music isn’t procedural, so I was thinking that I could at least make some type of low-end gate that sends a …

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## [2.02 Early access & UE4 plugin version](https://qa.fmod.com/t/2-02-early-access-ue4-plugin-version/17101)

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**Author:** [@AOOSG](https://qa.fmod.com/u/AOOSG)\
**Replies:** 3\
**Last updated:** [April 27, 2021, 8:00am UTC](https://qa.fmod.com/t/2-02-early-access-ue4-plugin-version/17101 "2021-04-27T08:00:25Z")

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Hi, it seems the UE4 plugin for 2.02.00 early access is not updated in your downloads section. It’s using the 2.01.06 version of the plugin, which has issues with uasset tracking as seen in another thread. Is there an u…

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## [Building from the commandline doesn't generate uassets](https://qa.fmod.com/t/building-from-the-commandline-doesnt-generate-uassets/17075)

<div class="topic-metadata">

**Author:** [@Saishy](https://qa.fmod.com/u/Saishy)\
**Replies:** 1\
**Last updated:** [April 23, 2021, 5:37am UTC](https://qa.fmod.com/t/building-from-the-commandline-doesnt-generate-uassets/17075 "2021-04-23T05:37:06Z")

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From what I could gather, it seems there are a lot of folders inside Content/FMOD, like Banks, Buses, Events, Reverbs and Snapshots which are only generated when one opens the UE4 software itself. Problem is, we have a …

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## [Crash with FMOD assertion failing during level load](https://qa.fmod.com/t/crash-with-fmod-assertion-failing-during-level-load/16899)

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**Author:** [@HarryHighDef](https://qa.fmod.com/u/HarryHighDef)\
**Replies:** 4\
**Last updated:** [April 22, 2021, 12:52pm UTC](https://qa.fmod.com/t/crash-with-fmod-assertion-failing-during-level-load/16899 "2021-04-22T12:52:59Z")

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We are having an odd issue where sometimes during level load the game will crash out with the following error: LogFMOD: Error: c:/jk/workspace/2.1\_UE4.25\_Switch/studio\_api/src/fmod\_playback\_bus.cpp(1497) - assertion: ‘i…

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## [Unable to package project UE 4.26 - Fmod 2.1.9](https://qa.fmod.com/t/unable-to-package-project-ue-4-26-fmod-2-1-9/17084)

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**Author:** [@bsheriff](https://qa.fmod.com/u/bsheriff)\
**Replies:** 1\
**Last updated:** [April 21, 2021, 12:47pm UTC](https://qa.fmod.com/t/unable-to-package-project-ue-4-26-fmod-2-1-9/17084 "2021-04-21T12:47:57Z")

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Hi. I keep getting this error when exporting the package in unreal 4 for windows build. ERROR: Plugin ‘FMODStudio’ (referenced via default plugins → NativizedAssets.uplugin) does not contain the ‘FMODStudio’ module, but…

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## [UE Fmod Perforce uasset (un)tracking problem](https://qa.fmod.com/t/ue-fmod-perforce-uasset-un-tracking-problem/16756)

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**Author:** [@chocobo](https://qa.fmod.com/u/chocobo)\
**Replies:** 23\
**Last updated:** [April 21, 2021, 3:46am UTC](https://qa.fmod.com/t/ue-fmod-perforce-uasset-un-tracking-problem/16756 "2021-04-21T03:46:11Z")

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Hi, So I was able to deploy an FMOD integrated UE project to my team on Perforce. Initially we tracked everything under Content/FMOD but realized Perforce will lock everything by default, making UE crash when trying to…

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## [UE4 MacOS build to iOS fails with "plugin fmodstudio failed to load" on my iPhone](https://qa.fmod.com/t/ue4-macos-build-to-ios-fails-with-plugin-fmodstudio-failed-to-load-on-my-iphone/17067)

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**Author:** [@vekien](https://qa.fmod.com/u/vekien)\
**Replies:** 1\
**Last updated:** [April 20, 2021, 2:36pm UTC](https://qa.fmod.com/t/ue4-macos-build-to-ios-fails-with-plugin-fmodstudio-failed-to-load-on-my-iphone/17067 "2021-04-20T14:36:52Z")

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Hello, I have fmodstudio installed on UE4 and it’s been working a dream, fine in editor, fine in desktop builds… However I am currently building for my phone and I keep getting "Plugin ‘fmodstudio’ failed to load becau…

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## [Dedicated server crash on UE4.26](https://qa.fmod.com/t/dedicated-server-crash-on-ue4-26/17059)

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**Author:** [@EnnArr](https://qa.fmod.com/u/EnnArr)\
**Replies:** 7\
**Last updated:** [April 20, 2021, 5:57am UTC](https://qa.fmod.com/t/dedicated-server-crash-on-ue4-26/17059 "2021-04-20T05:57:48Z")

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Hello, I am still having an issue getting my server to work but perhaps I’ve done something wrong. I downloaded the update version from GitHub. I extracted to plugins folder and added the binaries from distribution. Pr…

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## [\[UE4 4.26\] Source control checked in events cause engine crash](https://qa.fmod.com/t/ue4-4-26-source-control-checked-in-events-cause-engine-crash/16768)

<div class="topic-metadata">

**Author:** [@FyreNight](https://qa.fmod.com/u/FyreNight)\
**Replies:** 4\
**Last updated:** [April 20, 2021, 3:51am UTC](https://qa.fmod.com/t/ue4-4-26-source-control-checked-in-events-cause-engine-crash/16768 "2021-04-20T03:51:39Z")

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Unreal Engine with source control sees events as “new assets” that need to be pushed to our source control depot, but if I push assets to source control FMOD can no longer access assets since events are no longer writabl…

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## [Retrieve event structure from event instance](https://qa.fmod.com/t/retrieve-event-structure-from-event-instance/17037)

<div class="topic-metadata">

**Author:** [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Replies:** 1\
**Last updated:** [April 19, 2021, 1:39am UTC](https://qa.fmod.com/t/retrieve-event-structure-from-event-instance/17037 "2021-04-19T01:39:21Z")

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Is there a way to retrieve either event structure or event name from a given event instance using blueprints? The idea is very simple: I’d like to check if the music actually playing is an instance of a specific event.

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## [Sometimes events just don't play](https://qa.fmod.com/t/sometimes-events-just-dont-play/16200)

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**Author:** [@stroopwaffle2254](https://qa.fmod.com/u/stroopwaffle2254)\
**Replies:** 20\
**Last updated:** [April 18, 2021, 11:55pm UTC](https://qa.fmod.com/t/sometimes-events-just-dont-play/16200 "2021-04-18T23:55:45Z")

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Now that it is working, I’m running for into a different issue. Every so often, events just won’t play. Even very simply implemented events. It seems random. Using Studio 2.1, UE4.25.3 and the FMOD 4.25 integration (unfo…

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## [UE4 C++ crash when using multiple systems?](https://qa.fmod.com/t/ue4-c-crash-when-using-multiple-systems/16822)

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**Author:** [@quandini](https://qa.fmod.com/u/quandini)\
**Replies:** 2\
**Last updated:** [April 18, 2021, 8:37am UTC](https://qa.fmod.com/t/ue4-c-crash-when-using-multiple-systems/16822 "2021-04-18T08:37:20Z")

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Hi, Whenever I stop PIE in the unreal editor I get Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x00000030. when using the rider for UE4 debugger it just repeats the same message to me and doesn’t poin…

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## [UE4 FMODAmbientSound Play/Stop causes incorrect ambient settings to be applied](https://qa.fmod.com/t/ue4-fmodambientsound-play-stop-causes-incorrect-ambient-settings-to-be-applied/16932)

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**Author:** [@rconnors](https://qa.fmod.com/u/rconnors)\
**Replies:** 2\
**Last updated:** [April 16, 2021, 4:39pm UTC](https://qa.fmod.com/t/ue4-fmodambientsound-play-stop-causes-incorrect-ambient-settings-to-be-applied/16932 "2021-04-16T16:39:18Z")

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Hello. We dynamically start and stop our FMOD Audio Components in order to cull a little bit of component tick in a given frame. We’re encountering issues where deactivating and then activating ambient sounds causes the…

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## [Cross compile Linux build using Windows](https://qa.fmod.com/t/cross-compile-linux-build-using-windows/17009)

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**Author:** [@Buscadon](https://qa.fmod.com/u/Buscadon)\
**Replies:** 1\
**Last updated:** [April 15, 2021, 5:16am UTC](https://qa.fmod.com/t/cross-compile-linux-build-using-windows/17009 "2021-04-15T05:16:32Z")

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I’m currently trying to build a version of my unreal project with FMod targeted to Linux, but I get this error: ERROR: Missing precompiled manifest for ‘FMODStudio’. This module was most likely not flagged for being inc…

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## [Pausing streaming internet radio (UE4.25, FMOD 2.01.07)](https://qa.fmod.com/t/pausing-streaming-internet-radio-ue4-25-fmod-2-01-07/17004)

<div class="topic-metadata">

**Author:** [@DracoNared](https://qa.fmod.com/u/DracoNared)\
**Replies:** 6\
**Last updated:** [April 14, 2021, 9:10am UTC](https://qa.fmod.com/t/pausing-streaming-internet-radio-ue4-25-fmod-2-01-07/17004 "2021-04-14T09:10:10Z")

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Hi, It’s partially referring to what was discussed here Streaming internet radio (UE4) - #15 by DracoNared , but I decided to make a different topic. It’s not an issue, rather a question for cleanliness of the code for…

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## [Bank stopped reflecting any changes in Unreal](https://qa.fmod.com/t/bank-stopped-reflecting-any-changes-in-unreal/16930)

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**Author:** [@jb1515](https://qa.fmod.com/u/jb1515)\
**Replies:** 3\
**Last updated:** [April 13, 2021, 5:21am UTC](https://qa.fmod.com/t/bank-stopped-reflecting-any-changes-in-unreal/16930 "2021-04-13T05:21:24Z")

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Having an issue with one specific bank that is no longer updating when banks are reloaded in Unreal. Any changes to the event (volume etc) or adding new audio doesn’t get reflected. This is only an issue with one speci…

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## [Streaming internet radio (UE4)](https://qa.fmod.com/t/streaming-internet-radio-ue4/16884)

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**Author:** [@DracoNared](https://qa.fmod.com/u/DracoNared)\
**Replies:** 14\
**Last updated:** [April 8, 2021, 6:26am UTC](https://qa.fmod.com/t/streaming-internet-radio-ue4/16884 "2021-04-08T06:26:44Z")

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Hi, I need your help. I’m trying to get radio stream working with FMOD 2.01.07 on UE4.25+, based on the examples I found on the internet, but it’s not working. I might be doing something wrong, I don’t know what. So he…

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## [Testing sounds on individual multiplayer clients](https://qa.fmod.com/t/testing-sounds-on-individual-multiplayer-clients/16881)

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**Author:** [@Destic](https://qa.fmod.com/u/Destic)\
**Replies:** 7\
**Last updated:** [April 7, 2021, 1:07am UTC](https://qa.fmod.com/t/testing-sounds-on-individual-multiplayer-clients/16881 "2021-04-07T01:07:19Z")

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Hey, when you are testing for a multiplayer game with multiple clients running at once inside the engine (New Editor PIE), are you able to disable the audio of specific clients, or allow only one to play? Inside the eng…

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## [UE4 4.26 FindEventByName Problem](https://qa.fmod.com/t/ue4-4-26-findeventbyname-problem/16963)

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**Author:** [@yoyocyhsieh](https://qa.fmod.com/u/yoyocyhsieh)\
**Replies:** 3\
**Last updated:** [April 5, 2021, 10:33pm UTC](https://qa.fmod.com/t/ue4-4-26-findeventbyname-problem/16963 "2021-04-05T22:33:33Z")

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Hi, In prior versions(4.25) we can use FindEventByName function to get UFMODEvent and then use PlayEventAtLocation function to play any event without strong reference to UFMODEvent in standalone. But in 4.26, FindEvent…

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## [FMODAudioComponent crashing Dedicated Server UE4.26](https://qa.fmod.com/t/fmodaudiocomponent-crashing-dedicated-server-ue4-26/16965)

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**Author:** [@ds175](https://qa.fmod.com/u/ds175)\
**Replies:** 2\
**Last updated:** [March 31, 2021, 5:32am UTC](https://qa.fmod.com/t/fmodaudiocomponent-crashing-dedicated-server-ue4-26/16965 "2021-03-31T05:32:43Z")

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Hello, After the first client connects to the dedicated server, the server will crash, pointing at an Exeption thrown inside the FMODAudioComponent.cpp (l. 384): Unfortunately, nothing is output in the server logfil…

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## [Glitching with Oculus Spatial Reverb](https://qa.fmod.com/t/glitching-with-oculus-spatial-reverb/16959)

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**Author:** [@magrotten](https://qa.fmod.com/u/magrotten)\
**Replies:** 0\
**Last updated:** [March 27, 2021, 4:16pm UTC](https://qa.fmod.com/t/glitching-with-oculus-spatial-reverb/16959 "2021-03-27T16:16:52Z")

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thanks that works, although with Reflections enabled in the Oculus Spatial Reverb in FMOD I’m getting nasty glitching in UE4 when assets are live, disabling fixes, if anyone knows about that it would be great, otherwise …

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## [Previewing Audio from the sequencer](https://qa.fmod.com/t/previewing-audio-from-the-sequencer/16958)

<div class="topic-metadata">

**Author:** [@gabe2010](https://qa.fmod.com/u/gabe2010)\
**Replies:** 1\
**Last updated:** [March 29, 2021, 11:44pm UTC](https://qa.fmod.com/t/previewing-audio-from-the-sequencer/16958 "2021-03-29T23:44:56Z")

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Hi, is it possible to make FMOD events audible in the sequencer when previewing the sequence? I’m constructing a conversation sequence between several characters and playing the events (dialogue lines in this case) on ea…

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## [UE trigger boxes for music transitions](https://qa.fmod.com/t/ue-trigger-boxes-for-music-transitions/16914)

<div class="topic-metadata">

**Author:** [@theVonZipper](https://qa.fmod.com/u/theVonZipper)\
**Replies:** 4\
**Last updated:** [March 29, 2021, 12:23am UTC](https://qa.fmod.com/t/ue-trigger-boxes-for-music-transitions/16914 "2021-03-29T00:23:35Z")

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I’m attempting to set up a system within UE that will start playing one piece of music when you pass through a trigger box and stop another. I’ve tried using one trigger box BP for entering a dungeon which works, but I c…

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## [Unreal crashing after submitting /Content/FMOD to Perforce](https://qa.fmod.com/t/unreal-crashing-after-submitting-content-fmod-to-perforce/16907)

<div class="topic-metadata">

**Author:** [@jmorgan95](https://qa.fmod.com/u/jmorgan95)\
**Replies:** 3\
**Last updated:** [March 25, 2021, 11:58pm UTC](https://qa.fmod.com/t/unreal-crashing-after-submitting-content-fmod-to-perforce/16907 "2021-03-25T23:58:38Z")

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Hi there, We are using perforce for our source control. Every time we submit the folder to perforce anyone without the original generated data gets a crash. I saw a topic that was similar to this and integrated the new …

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## [FMOD with Steam Audio in Unreal Engine?](https://qa.fmod.com/t/fmod-with-steam-audio-in-unreal-engine/16916)

<div class="topic-metadata">

**Author:** [@PDrauzBrown](https://qa.fmod.com/u/PDrauzBrown)\
**Replies:** 1\
**Last updated:** [March 25, 2021, 11:10pm UTC](https://qa.fmod.com/t/fmod-with-steam-audio-in-unreal-engine/16916 "2021-03-25T23:10:56Z")

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I’ve been looking and can’t find a clear answer about this - Is it possible to run FMOD with Steam Audio in Unreal Engine? From my own testing it seems like there aren’t any errors thrown but I get no sound in game at a…

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## [UE 4.26 Switch Build Fails exit code 0xC0000005](https://qa.fmod.com/t/ue-4-26-switch-build-fails-exit-code-0xc0000005/16811)

<div class="topic-metadata">

**Author:** [@freetimecoder](https://qa.fmod.com/u/freetimecoder)\
**Replies:** 8\
**Last updated:** [March 25, 2021, 10:15pm UTC](https://qa.fmod.com/t/ue-4-26-switch-build-fails-exit-code-0xc0000005/16811 "2021-03-25T22:15:25Z")

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Hello! Since updating to 4.26 our project doesn’t package for Switch anymore. Other platforms are fine and I also reproduced it with a new project from the third person template. The plugin is in the project’s plugin fo…

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