# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=25

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

**Page:** 26

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## [Not able to connect with Live Update Editor to UE4.24 (FMOD 2.07)](https://qa.fmod.com/t/not-able-to-connect-with-live-update-editor-to-ue4-24-fmod-2-07/15954)

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**Author:** [@TheoNogueira](https://qa.fmod.com/u/TheoNogueira)\
**Replies:** 10\
**Last updated:** [January 12, 2021, 5:03am UTC](https://qa.fmod.com/t/not-able-to-connect-with-live-update-editor-to-ue4-24-fmod-2-07/15954 "2021-01-12T05:03:35Z")

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The project I am working on uses Perforce. Our Project tree works as follows: General Project Folder FMOD (Project folder) UE Project folder -\> Content -\> FMOD (Banks) I tried all possible solutions to connect the …

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## [Event Instances vs Components performance](https://qa.fmod.com/t/event-instances-vs-components-performance/16553)

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**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 3\
**Last updated:** [January 7, 2021, 11:57pm UTC](https://qa.fmod.com/t/event-instances-vs-components-performance/16553 "2021-01-07T23:57:58Z")

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What’s the most cpu friendly method for playing repeating sounds like gunshots/footsteps/foley etc? Components or event instances?

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## [UE4 Project Starter Project not seeing Banks built in FMOD when built](https://qa.fmod.com/t/ue4-project-starter-project-not-seeing-banks-built-in-fmod-when-built/15618)

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**Author:** [@davereynaud80](https://qa.fmod.com/u/davereynaud80)\
**Replies:** 6\
**Last updated:** [January 5, 2021, 1:21am UTC](https://qa.fmod.com/t/ue4-project-starter-project-not-seeing-banks-built-in-fmod-when-built/15618 "2021-01-05T01:21:50Z")

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Please can somebody help me. I am going stir crazy trying to figure out my problem. As far as I can tell I have followed all the basic steps to download all the content material from FMOD and UE4 and intergrate the FMO…

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## [Fmod for UE4.26 play4 SDK 8.0](https://qa.fmod.com/t/fmod-for-ue4-26-play4-sdk-8-0/16613)

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**Author:** [@Cucurry](https://qa.fmod.com/u/Cucurry)\
**Replies:** 1\
**Last updated:** [January 4, 2021, 9:41pm UTC](https://qa.fmod.com/t/fmod-for-ue4-26-play4-sdk-8-0/16613 "2021-01-04T21:41:06Z")

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Hello, we have to update our PS4 project in Unreal from 4.25 to 4.26, but 4.26 needs the new 8.0 SDK. I would like to know when you plan to release this version. Thank you

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## [Exposing Labelled Parameters Values to Blueprints using FMOD 2.0](https://qa.fmod.com/t/exposing-labelled-parameters-values-to-blueprints-using-fmod-2-0/14528)

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**Author:** [@chrisjdarcy](https://qa.fmod.com/u/chrisjdarcy)\
**Replies:** 1\
**Last updated:** [April 9, 2019, 6:06am UTC](https://qa.fmod.com/t/exposing-labelled-parameters-values-to-blueprints-using-fmod-2-0/14528 "2019-04-09T06:06:16Z")

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Is it possible to access the list of names used in a labelled parameter? In a drop down kind of way instead of having to typing them in manually again when implementing in blueprints. Reason being is so there’s no issue …

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## [FMOD Game Jam - Rest of team only needs the plugin, right?](https://qa.fmod.com/t/fmod-game-jam-rest-of-team-only-needs-the-plugin-right/16545)

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**Author:** [@Jamesmello](https://qa.fmod.com/u/Jamesmello)\
**Replies:** 1\
**Last updated:** [December 23, 2020, 11:27pm UTC](https://qa.fmod.com/t/fmod-game-jam-rest-of-team-only-needs-the-plugin-right/16545 "2020-12-23T23:27:36Z")

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Hello, I’m doing sound design for a game jam with FMOD. I have the full FMOD Studio installed on my computer. However, for the rest of the team to hear FMOD audio within Unreal, they only need to install the FMOD plugin…

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## [Audio event only playing using Player in Editor (PIE), not standalone game?](https://qa.fmod.com/t/audio-event-only-playing-using-player-in-editor-pie-not-standalone-game/16581)

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**Author:** [@perezd](https://qa.fmod.com/u/perezd)\
**Replies:** 2\
**Last updated:** [December 22, 2020, 5:42pm UTC](https://qa.fmod.com/t/audio-event-only-playing-using-player-in-editor-pie-not-standalone-game/16581 "2020-12-22T17:42:45Z")

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I have a simple event w/ a single parameter that I’ve wired up into a function (see attached). It’s nested within a player character blueprint. This event plays like I would expect when I use the “Player in Editor” (PIE)…

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## [UE4.25 Dedicated Server binary crashing after integrating basic FMOD events?](https://qa.fmod.com/t/ue4-25-dedicated-server-binary-crashing-after-integrating-basic-fmod-events/16572)

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**Author:** [@perezd](https://qa.fmod.com/u/perezd)\
**Replies:** 1\
**Last updated:** [December 19, 2020, 1:41am UTC](https://qa.fmod.com/t/ue4-25-dedicated-server-binary-crashing-after-integrating-basic-fmod-events/16572 "2020-12-19T01:41:37Z")

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Howdy, I’m attempting to debug a server crash of my dedicated server binary…it seems to only fail in my PlayFab server container (restricted windows env), I looks like maybe a DLL error but not sure…I can see all the DLL…

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## [UE4 FMOD/SFX engineer (Paid Contract)](https://qa.fmod.com/t/ue4-fmod-sfx-engineer-paid-contract/16570)

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**Author:** [@Project172](https://qa.fmod.com/u/Project172)\
**Replies:** 0\
**Last updated:** [December 18, 2020, 3:50pm UTC](https://qa.fmod.com/t/ue4-fmod-sfx-engineer-paid-contract/16570 "2020-12-18T15:50:33Z")

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Project 172 is looking to bring on a Sound Engineer to help finish and polish pre-existing content for our game. This is a paid full time contract that will last a month starting Jan 2nd. Opportunity for full time emplo…

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## [Question regarding version control and updating the FMOD engine version and UE4 integration?](https://qa.fmod.com/t/question-regarding-version-control-and-updating-the-fmod-engine-version-and-ue4-integration/16538)

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**Author:** [@D.Metcalfe](https://qa.fmod.com/u/D.Metcalfe)\
**Replies:** 1\
**Last updated:** [December 18, 2020, 12:39am UTC](https://qa.fmod.com/t/question-regarding-version-control-and-updating-the-fmod-engine-version-and-ue4-integration/16538 "2020-12-18T00:39:06Z")

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I just updated the FMOD engine and plugin versions to 2.00.14 on my PC, but I’m wondering how this will affect the other developers working on the project. We keep the FMOD plugin in our game’s project folder so the upda…

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## [Source Code for UE4 Integration 2.01](https://qa.fmod.com/t/source-code-for-ue4-integration-2-01/16495)

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**Author:** [@RobPotter](https://qa.fmod.com/u/RobPotter)\
**Replies:** 2\
**Last updated:** [December 7, 2020, 10:07am UTC](https://qa.fmod.com/t/source-code-for-ue4-integration-2-01/16495 "2020-12-07T10:07:53Z")

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I’ve had fair look around to see if I can find any information on the new source for the ue4 fmod studio plugin for 2.01 but have come up short. Other than the obvious github page: https://github.com/fmod/ue4integration/ …

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## [UE4 Integration 2.01 on GitHub](https://qa.fmod.com/t/ue4-integration-2-01-on-github/16507)

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**Author:** [@DrasticNick](https://qa.fmod.com/u/DrasticNick)\
**Replies:** 2\
**Last updated:** [December 7, 2020, 2:42am UTC](https://qa.fmod.com/t/ue4-integration-2-01-on-github/16507 "2020-12-07T02:42:00Z")

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I was looking to update our team’s version of FMod (UE4 integration) to 2.01 or above, but I noticed that the source code on GitHub is at version 2.00.10. Are there plans to update the GitHub source to match up with the …

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## [Controlling Snapshot Intensity in Audio Volumes (UE4)](https://qa.fmod.com/t/controlling-snapshot-intensity-in-audio-volumes-ue4/16499)

<div class="topic-metadata">

**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 1\
**Last updated:** [December 4, 2020, 3:43am UTC](https://qa.fmod.com/t/controlling-snapshot-intensity-in-audio-volumes-ue4/16499 "2020-12-04T03:43:07Z")

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Is there a way to set snapshot intensity through audio volumes in UE4? It would save a lot of time not having to create dozens of snapshots. Thanks, Zsombor

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## [Occlusion in UE4](https://qa.fmod.com/t/occlusion-in-ue4/16510)

<div class="topic-metadata">

**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 1\
**Last updated:** [December 4, 2020, 3:31am UTC](https://qa.fmod.com/t/occlusion-in-ue4/16510 "2020-12-04T03:31:59Z")

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Is it possible to use the in-built occlusion system with event instances somehow? The documentation covers only component usage. FMOD 2.1.05 UE4 Thanks in advance, Zsombor

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## [Unreal units vs Fmod](https://qa.fmod.com/t/unreal-units-vs-fmod/16512)

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**Author:** [@Gianni](https://qa.fmod.com/u/Gianni)\
**Replies:** 1\
**Last updated:** [December 4, 2020, 1:19am UTC](https://qa.fmod.com/t/unreal-units-vs-fmod/16512 "2020-12-04T01:19:50Z")

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Hello, I’m on Fmod 2.00.10 on UE4 integration, developing a racing game My client has designed the game with a wrong unit scale, so when I checked the car length I found it results 8 meter long in Unreal Is there a way…

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## [Packaging Xbox One UE4 fails to start due to not packaging fmodl.dll](https://qa.fmod.com/t/packaging-xbox-one-ue4-fails-to-start-due-to-not-packaging-fmodl-dll/12238)

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**Author:** [@PompeyPaul](https://qa.fmod.com/u/PompeyPaul)\
**Replies:** 17\
**Last updated:** [December 2, 2020, 11:57pm UTC](https://qa.fmod.com/t/packaging-xbox-one-ue4-fails-to-start-due-to-not-packaging-fmodl-dll/12238 "2020-12-02T23:57:32Z")

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When we package Xbox One builds of our game we find that they fail to start. Using the kernel debugger it appears that fmodl.dll (& I presume I need fmodstudiol.dll?) is not packaged into the build and thus the executabl…

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## [Warning generated by .assets and .streams bank names](https://qa.fmod.com/t/warning-generated-by-assets-and-streams-bank-names/16324)

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**Author:** [@threefields](https://qa.fmod.com/u/threefields)\
**Replies:** 3\
**Last updated:** [December 2, 2020, 1:53am UTC](https://qa.fmod.com/t/warning-generated-by-assets-and-streams-bank-names/16324 "2020-12-02T01:53:43Z")

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Hi FMOD, I recently upgraded our UE4 project to 2.01.05 (4.25+) and I see you have added a warning: LogFMOD: Warning: ‘Score Tick’ cannot be used as a UE4 asset name. Name may not contain the following characters: . U…

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## [Way to access event tags set in the Event Browser?](https://qa.fmod.com/t/way-to-access-event-tags-set-in-the-event-browser/16500)

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**Author:** [@Shentoza](https://qa.fmod.com/u/Shentoza)\
**Replies:** 1\
**Last updated:** [December 1, 2020, 1:57pm UTC](https://qa.fmod.com/t/way-to-access-event-tags-set-in-the-event-browser/16500 "2020-12-01T13:57:41Z")

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Hey there, when looking through the docs, I didn’t find a way to access the tags of an event that has been set inside FMOD Studio. Am I missing something? The “GetAssetRegistryTags” only seem to include and set bOneshot…

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## [Same several sounds events at one time too loudly](https://qa.fmod.com/t/same-several-sounds-events-at-one-time-too-loudly/16474)

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**Author:** [@i4ugui](https://qa.fmod.com/u/i4ugui)\
**Replies:** 1\
**Last updated:** [December 1, 2020, 2:06am UTC](https://qa.fmod.com/t/same-several-sounds-events-at-one-time-too-loudly/16474 "2020-12-01T02:06:47Z")

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Hello community! I have experienced that several sounds at same time plays too loud. I am think that is correct, but how i can prevent this behaviour? What option cause this? Thanks.

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## [Delay in spatial effect in VR headsets in unreal engine](https://qa.fmod.com/t/delay-in-spatial-effect-in-vr-headsets-in-unreal-engine/16493)

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**Author:** [@bubbleDragon](https://qa.fmod.com/u/bubbleDragon)\
**Replies:** 1\
**Last updated:** [November 30, 2020, 3:33pm UTC](https://qa.fmod.com/t/delay-in-spatial-effect-in-vr-headsets-in-unreal-engine/16493 "2020-11-30T15:33:23Z")

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Hi, i have a sound playing at a specific location in an vr environment using unreal engine 4. The sound is correctly played in my vr headset. If i turn my head, the sound is correctly played on my left or right speaker …

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## [FMOD Resonance Audio Plugin on Linux Server](https://qa.fmod.com/t/fmod-resonance-audio-plugin-on-linux-server/16410)

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**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 11\
**Last updated:** [November 29, 2020, 9:14pm UTC](https://qa.fmod.com/t/fmod-resonance-audio-plugin-on-linux-server/16410 "2020-11-29T21:14:28Z")

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Our dedicated server runs on linux and it seems that there is no sound due to resonance audio not being found. Is it a problem on our end, or is there a specific method for building the plugin for linux? Thanks in adva…

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## [Seamless blending between snapshots using trigger volumes](https://qa.fmod.com/t/seamless-blending-between-snapshots-using-trigger-volumes/16348)

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**Author:** [@jessekirbs](https://qa.fmod.com/u/jessekirbs)\
**Replies:** 6\
**Last updated:** [November 26, 2020, 7:04am UTC](https://qa.fmod.com/t/seamless-blending-between-snapshots-using-trigger-volumes/16348 "2020-11-26T07:04:35Z")

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Hello - I have a room setup with a grid of trigger volumes without gaps between them. Each trigger volume is assigned to a unique snapshot of convolution reverb made with impulse responses. When the player moves into eac…

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## [FMOD 'Editor' vs 'Standalone Game' help!](https://qa.fmod.com/t/fmod-editor-vs-standalone-game-help/16358)

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**Author:** [@wozzos](https://qa.fmod.com/u/wozzos)\
**Replies:** 5\
**Last updated:** [November 25, 2020, 8:30pm UTC](https://qa.fmod.com/t/fmod-editor-vs-standalone-game-help/16358 "2020-11-25T20:30:04Z")

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Hey guys, something weird happen in my game hope you can help. If I play my game from the EDITOR, FMOD sounds work fine and it’s ok. If I package the game, the same it works fine. The issue is, If I play the game from …

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## [Xbox One Submission Validator](https://qa.fmod.com/t/xbox-one-submission-validator/15066)

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**Author:** [@mburmester](https://qa.fmod.com/u/mburmester)\
**Replies:** 6\
**Last updated:** [November 11, 2020, 4:33pm UTC](https://qa.fmod.com/t/xbox-one-submission-validator/15066 "2020-11-11T16:33:14Z")

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When packaging a build for Xbox One, the submission validator reports that PDBs for the FMOD DLLs can’t be found. It seems UE4 sets \_NT\_SYMBOL\_PATH environment variable (which specifies a path the submission validator t…

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## [Working on both Mac and Windows for the same UE4 project](https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315)

<div class="topic-metadata">

**Author:** [@CaioMJ](https://qa.fmod.com/u/CaioMJ)\
**Replies:** 2\
**Last updated:** [October 29, 2020, 8:12pm UTC](https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315 "2020-10-29T20:12:28Z")

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Hello, Is there a way to go about integrating both the MacOS and Windows FMOD plugin in the same UE4.25 project? Thanks in advance.

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## [UE4 (Source code) + FMOD](https://qa.fmod.com/t/ue4-source-code-fmod/16343)

<div class="topic-metadata">

**Author:** [@wozzos](https://qa.fmod.com/u/wozzos)\
**Replies:** 1\
**Last updated:** [October 28, 2020, 4:43am UTC](https://qa.fmod.com/t/ue4-source-code-fmod/16343 "2020-10-28T04:43:20Z")

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Hey guys, I’m trying to install FMOD on UE4, (I’m using the source code no the binary version!) I used to run FMOD on the binary version and everything was fine, but now is not working. I see this message ‘‘Plugin ‘FMO…

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## [UE4 plugin is spamming the log with "Forward vector { -0.812378, 0, 8.23165e-07 } is not a unit vector."](https://qa.fmod.com/t/ue4-plugin-is-spamming-the-log-with-forward-vector-0-812378-0-8-23165e-07-is-not-a-unit-vector/16321)

<div class="topic-metadata">

**Author:** [@BigglesB](https://qa.fmod.com/u/BigglesB)\
**Replies:** 7\
**Last updated:** [October 27, 2020, 9:38pm UTC](https://qa.fmod.com/t/ue4-plugin-is-spamming-the-log-with-forward-vector-0-812378-0-8-23165e-07-is-not-a-unit-vector/16321 "2020-10-27T21:38:01Z")

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Hi, our sound guy just added FMOD to our UE4 project & we’re getting a load of these errors spamming the output log: LogFMOD: Warning: e:\\jk\\workspace\\2.1\_UE4.23\_Win64\\core\_api\\src\\fmod\_3d.h(339) - Forward vector { -0.8…

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## [FMOD Fatal Error UE4](https://qa.fmod.com/t/fmod-fatal-error-ue4/16352)

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**Author:** [@wozzos](https://qa.fmod.com/u/wozzos)\
**Replies:** 2\
**Last updated:** [October 27, 2020, 10:20am UTC](https://qa.fmod.com/t/fmod-fatal-error-ue4/16352 "2020-10-27T10:20:32Z")

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I got this error from the output log (I’m using UE4), can anyone help? (…)Plugins\\FMODStudio\\Source\\FMODStudio\\Private\\FMODStudioModule.cpp(42,10): fatal error: ‘FMODPlatformLoadDll\_Switch.h’ file not found

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## [5.1 or stereo for VR game](https://qa.fmod.com/t/5-1-or-stereo-for-vr-game/16318)

<div class="topic-metadata">

**Author:** [@kwiji](https://qa.fmod.com/u/kwiji)\
**Replies:** 3\
**Last updated:** [October 26, 2020, 6:29am UTC](https://qa.fmod.com/t/5-1-or-stereo-for-vr-game/16318 "2020-10-26T06:29:29Z")

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Hello guys, I have not used fmod before and this might seem like a stupid question. For a VR project would I set 5.1 or stereo sound in the fmod preferences? Do I need 5.1 audio files to make this work perfectly or is i…

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## [Sounds Missing on UE4 Build](https://qa.fmod.com/t/sounds-missing-on-ue4-build/16163)

<div class="topic-metadata">

**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 7\
**Last updated:** [October 23, 2020, 2:44pm UTC](https://qa.fmod.com/t/sounds-missing-on-ue4-build/16163 "2020-10-23T14:44:17Z")

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Hi, I’m having an issue regarding the sounds after getting a build done from UE4. In the editor sounds in the level are working but when I get the build they are just gone, I know that there are innumerable options of w…

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