# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=35

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

**Page:** 36

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## [Occlusion Fmod UE4 no work](https://qa.fmod.com/t/occlusion-fmod-ue4-no-work/14128)

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**Author:** [@Enon813](https://qa.fmod.com/u/Enon813)\
**Replies:** 1\
**Last updated:** [October 9, 2018, 10:26pm UTC](https://qa.fmod.com/t/occlusion-fmod-ue4-no-work/14128 "2018-10-09T22:26:15Z")

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Hello, I’m using fmod for vehicle sound, the effect that brings of occlusion for UE4 is very good all right adding the event on the map the effect works properly, but when adding an event in an actor and the actor has a …

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## [Game hangs up for a sec when using programmer sound.](https://qa.fmod.com/t/game-hangs-up-for-a-sec-when-using-programmer-sound/14120)

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**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 10\
**Last updated:** [October 8, 2018, 2:42am UTC](https://qa.fmod.com/t/game-hangs-up-for-a-sec-when-using-programmer-sound/14120 "2018-10-08T02:42:15Z")

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So I’m trying to use fmod for handling the voiceover. But as soon as I set the programmer instrument name and play the game hangs up for a sec and I get this error message. LogOutputDevice: Error: === Handled ensure: ==…

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## [Filters Deprecated?](https://qa.fmod.com/t/filters-deprecated/13361)

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**Author:** [@AlecB](https://qa.fmod.com/u/AlecB)\
**Replies:** 3\
**Last updated:** [October 2, 2018, 5:02am UTC](https://qa.fmod.com/t/filters-deprecated/13361 "2018-10-02T05:02:16Z")

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Hello, I’ve noticed that Lowpass, Lowpass Simple, Highpass, Highpass Simple and Parametric EQ have all been relocated to an “FMOD Deprecated” folder in the effects menu. Does this mean going forward that the Multiband …

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## [Need help with understanding file format pipeline](https://qa.fmod.com/t/need-help-with-understanding-file-format-pipeline/13989)

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**Author:** [@Koca](https://qa.fmod.com/u/Koca)\
**Replies:** 4\
**Last updated:** [September 28, 2018, 9:32am UTC](https://qa.fmod.com/t/need-help-with-understanding-file-format-pipeline/13989 "2018-09-28T09:32:11Z")

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Hello, I was reading documents and forums but still don\`t understand how this complete audio file chain works. I am talking all the way from source audio files in Fmod to Ue4 output. My situation is like this, i am a s…

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## [Unreal 4.20](https://qa.fmod.com/t/unreal-4-20/14007)

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**Author:** [@jacobalmond](https://qa.fmod.com/u/jacobalmond)\
**Replies:** 12\
**Last updated:** [September 24, 2018, 7:05pm UTC](https://qa.fmod.com/t/unreal-4-20/14007 "2018-09-24T19:05:08Z")

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Hello, Just wanted to ask when we might expect the integration for Unreal 4.20 to become available? Many thanks in advance, Jacob

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## [Control FMOD volume inside UE4?](https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109)

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**Author:** [@Vu5e](https://qa.fmod.com/u/Vu5e)\
**Replies:** 2\
**Last updated:** [September 23, 2018, 9:43am UTC](https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109 "2018-09-23T09:43:08Z")

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Hello communities of FMOD, I wanted to ask how do expose or control the FMOD studio volume so you can use it inside the UE4. What I wanted is that there’s 2 slider which control the BGM and SFX: Lets call it :- SFX Vo…

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## [getRecordNumDrivers value never change](https://qa.fmod.com/t/getrecordnumdrivers-value-never-change/12514)

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**Author:** [@studiolecortex](https://qa.fmod.com/u/studiolecortex)\
**Replies:** 14\
**Last updated:** [September 16, 2018, 11:43pm UTC](https://qa.fmod.com/t/getrecordnumdrivers-value-never-change/12514 "2018-09-16T23:43:47Z")

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Hello, After some testing, I found out that the results of getRecordNumDrivers never changes. For example if I run the code with two microphones plugged in, the value of numdrivers and numconnected will always be “2”, …

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## [Change location of sound](https://qa.fmod.com/t/change-location-of-sound/14070)

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**Author:** [@Eneco](https://qa.fmod.com/u/Eneco)\
**Replies:** 2\
**Last updated:** [September 12, 2018, 9:36am UTC](https://qa.fmod.com/t/change-location-of-sound/14070 "2018-09-12T09:36:44Z")

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Hey folks, I’m working on a shooter right now and want to add some bullet impact sounds based on the material the player is shooting at. The different materials should be changed by a parameter. The shooting is done via…

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## [FMOD/UE4 4.20 FMODAudioComponent Stop causing component to be destroyed](https://qa.fmod.com/t/fmod-ue4-4-20-fmodaudiocomponent-stop-causing-component-to-be-destroyed/14074)

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**Author:** [@Ashaelon](https://qa.fmod.com/u/Ashaelon)\
**Replies:** 5\
**Last updated:** [September 6, 2018, 4:09am UTC](https://qa.fmod.com/t/fmod-ue4-4-20-fmodaudiocomponent-stop-causing-component-to-be-destroyed/14074 "2018-09-06T04:09:18Z")

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I set up a basic blueprint for playing and stopping an audio component. This is a simplified version of a larger blueprint that I had working in 4.19 so I could test this issue/change/whatever it is ( feature? :stuck\_o…

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## [Set parameter based on curve in Fmod Editor.](https://qa.fmod.com/t/set-parameter-based-on-curve-in-fmod-editor/14067)

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**Author:** [@samoraes](https://qa.fmod.com/u/samoraes)\
**Replies:** 6\
**Last updated:** [September 5, 2018, 12:23am UTC](https://qa.fmod.com/t/set-parameter-based-on-curve-in-fmod-editor/14067 "2018-09-05T00:23:51Z")

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I would like to set a curve inside FMOD Studio and get this value inside the UE4, if I use parameter I can not set the value inside an event. I want to use the value to set the speech animation, where 0 corresponds to th…

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## [Unreal Engine 4 / VR - Initial Output Driver Name](https://qa.fmod.com/t/unreal-engine-4-vr-initial-output-driver-name/13728)

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**Author:** [@ComeOverGaming](https://qa.fmod.com/u/ComeOverGaming)\
**Replies:** 5\
**Last updated:** [September 3, 2018, 1:29am UTC](https://qa.fmod.com/t/unreal-engine-4-vr-initial-output-driver-name/13728 "2018-09-03T01:29:31Z")

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Good evening, Im developing a game under Unreal Engine 4 and for VR specifically. It will work under SteamVR plugin making compatible with the Oculus Rift CV1 and HTC Vive. My question is: How can I setup FMOD to det…

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## [UE4 - Banks not building for co-workers in studio](https://qa.fmod.com/t/ue4-banks-not-building-for-co-workers-in-studio/14061)

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**Author:** [@bandanakid](https://qa.fmod.com/u/bandanakid)\
**Replies:** 5\
**Last updated:** [August 28, 2018, 5:32am UTC](https://qa.fmod.com/t/ue4-banks-not-building-for-co-workers-in-studio/14061 "2018-08-28T05:32:48Z")

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Hello. Having some trouble wrapping my head around how we are supposed to use FMOD across a studio. Project created, masterbank built, submitted over Perforce, co-workers sync but the banks aren’t built for them. What d…

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## [Enabling Fmod Plugin makes packaging fail](https://qa.fmod.com/t/enabling-fmod-plugin-makes-packaging-fail/14064)

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**Author:** [@DannyTaylor](https://qa.fmod.com/u/DannyTaylor)\
**Replies:** 1\
**Last updated:** [August 27, 2018, 3:39am UTC](https://qa.fmod.com/t/enabling-fmod-plugin-makes-packaging-fail/14064 "2018-08-27T03:39:01Z")

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see here; https://answers.unrealengine.com/questions/821036/cant-package-with-fmod-enabled.html

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## [Atmos in UE4?](https://qa.fmod.com/t/atmos-in-ue4/14018)

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**Author:** [@grizly](https://qa.fmod.com/u/grizly)\
**Replies:** 1\
**Last updated:** [August 2, 2018, 5:47am UTC](https://qa.fmod.com/t/atmos-in-ue4/14018 "2018-08-02T05:47:42Z")

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Was wondering if FMOD allowed using ATMOS in UE4? Wanted to be able to have 10 audio channels…is that possible with FMOD and UE4? Right now it seems like UE4 by itself only supports up to 7.1… Thanks!

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## [Packaging for PS4 - events not found](https://qa.fmod.com/t/packaging-for-ps4-events-not-found/13525)

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**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 7\
**Last updated:** [July 22, 2018, 6:21am UTC](https://qa.fmod.com/t/packaging-for-ps4-events-not-found/13525 "2018-07-22T06:21:23Z")

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Hi, I’m trying to package my project for PS4 but I’m getting the following errors: Couldn’t find file for package /Game/FMOD/Events/UI/ui\_switch\_tab /Game/FMOD/Events/UI/ui\_switch\_tab Couldn’t find file for package /G…

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## [Blueprintable  metatag for UFMODAudioComponent](https://qa.fmod.com/t/blueprintable-metatag-for-ufmodaudiocomponent/13998)

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**Author:** [@rockpocket1](https://qa.fmod.com/u/rockpocket1)\
**Replies:** 3\
**Last updated:** [July 20, 2018, 4:03am UTC](https://qa.fmod.com/t/blueprintable-metatag-for-ufmodaudiocomponent/13998 "2018-07-20T04:03:00Z")

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Hi. Could we have the Blueprintable metatag added for UFMODAudioComponent? This way we can make component blueprints that inherits UFMODAudioComponent. Very nice for adding scripted logic to a sound. I’ve done this …

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## [Unreal fails to load FMOD banks](https://qa.fmod.com/t/unreal-fails-to-load-fmod-banks/14001)

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**Author:** [@cark](https://qa.fmod.com/u/cark)\
**Replies:** 2\
**Last updated:** [July 19, 2018, 1:13am UTC](https://qa.fmod.com/t/unreal-fails-to-load-fmod-banks/14001 "2018-07-19T01:13:05Z")

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Unreal version: 4.19 Fmod version: 1.10.05 I used the “Load Bank” Blueprint node and selected my bank in the list, but when i run it i get this error in the log: LogFMOD: Error: f:\\jk\\workspace\\1.10\_UE4.19\_Win64\\studi…

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## [Support for PS4 SDK 5.5](https://qa.fmod.com/t/support-for-ps4-sdk-5-5/13983)

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**Author:** [@karanparikh91](https://qa.fmod.com/u/karanparikh91)\
**Replies:** 3\
**Last updated:** [July 17, 2018, 12:04am UTC](https://qa.fmod.com/t/support-for-ps4-sdk-5-5/13983 "2018-07-17T00:04:23Z")

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Hi, With UE4 4.20 previews already being released publicly and PS4 mandating the use of PS4 SDK 5.5. How soon can we expect FMOD support for both (UE4 4.20 and PS4 SDK 5.5)? The most recent version I can find support …

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## [Fmod Event UE4 Network Replication](https://qa.fmod.com/t/fmod-event-ue4-network-replication/13993)

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**Author:** [@Cobra](https://qa.fmod.com/u/Cobra)\
**Replies:** 2\
**Last updated:** [July 13, 2018, 4:49am UTC](https://qa.fmod.com/t/fmod-event-ue4-network-replication/13993 "2018-07-13T04:49:21Z")

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Hi, Is there any tutorials about how to replicate fmod event in C++ ? Thanks,

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## [After updating to UE 4.19 and FMOD 1.10.06 some audio stopped playing](https://qa.fmod.com/t/after-updating-to-ue-4-19-and-fmod-1-10-06-some-audio-stopped-playing/13974)

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**Author:** [@adrianlazar](https://qa.fmod.com/u/adrianlazar)\
**Replies:** 3\
**Last updated:** [July 10, 2018, 12:56am UTC](https://qa.fmod.com/t/after-updating-to-ue-4-19-and-fmod-1-10-06-some-audio-stopped-playing/13974 "2018-07-10T00:56:38Z")

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Hello, After updating to UE 4.19 and FMOD 1.10.06 some audio stopped playing when using SetActive or Activate, unless the Reset option is checked. I couldn’t find any pattern or anything else that makes these audio sim…

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## [Using a Cue In Game](https://qa.fmod.com/t/using-a-cue-in-game/13976)

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**Author:** [@Saphire\_Systrine](https://qa.fmod.com/u/Saphire_Systrine)\
**Replies:** 1\
**Last updated:** [July 5, 2018, 12:27am UTC](https://qa.fmod.com/t/using-a-cue-in-game/13976 "2018-07-05T00:27:10Z")

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I have created a cued sustain point, but I can’t seem to trigger it within UE4. Any suggestions?

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## [Automate parameter](https://qa.fmod.com/t/automate-parameter/13971)

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**Author:** [@Saphire\_Systrine](https://qa.fmod.com/u/Saphire_Systrine)\
**Replies:** 1\
**Last updated:** [June 27, 2018, 4:25am UTC](https://qa.fmod.com/t/automate-parameter/13971 "2018-06-27T04:25:47Z")

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Hello there. I am have built a setup for a car engine sound, and I am looking to automate a parameter I made called “startup” I have it set up simply as a sequence of sounds in 1 event, using variables to jump from one …

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## [Sound works in Unreal Editor 4.18 but not in packaged version. Errors during validation.](https://qa.fmod.com/t/sound-works-in-unreal-editor-4-18-but-not-in-packaged-version-errors-during-validation/13958)

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**Author:** [@jessekirbs](https://qa.fmod.com/u/jessekirbs)\
**Replies:** 1\
**Last updated:** [June 24, 2018, 11:29pm UTC](https://qa.fmod.com/t/sound-works-in-unreal-editor-4-18-but-not-in-packaged-version-errors-during-validation/13958 "2018-06-24T23:29:42Z")

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Heyo - My audio works perfectly fine inside the editor, but when packaged the game is completely silent. I’m using Unreal Engine 4.18. In Unreal, if I select Validate FMOD, I get the following message: The Studio tool …

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## [Change attenuation shape / change attenuation settings](https://qa.fmod.com/t/change-attenuation-shape-change-attenuation-settings/13920)

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**Author:** [@jojojo](https://qa.fmod.com/u/jojojo)\
**Replies:** 4\
**Last updated:** [June 24, 2018, 2:53pm UTC](https://qa.fmod.com/t/change-attenuation-shape-change-attenuation-settings/13920 "2018-06-24T14:53:52Z")

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Hi, in the standard ue4 audio plugin you can change the attenuation shape to something like box, capsule, etc. But in the fmod integration there seems only the sphere to be available. Is there any way to change the shape…

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## [About FMod in Unreal with Pak](https://qa.fmod.com/t/about-fmod-in-unreal-with-pak/13935)

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**Author:** [@jof4002](https://qa.fmod.com/u/jof4002)\
**Replies:** 1\
**Last updated:** [June 15, 2018, 6:45am UTC](https://qa.fmod.com/t/about-fmod-in-unreal-with-pak/13935 "2018-06-15T06:45:55Z")

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I’m using FModStudio in Unreal Engine and I want to use it on Android and iOS. Since the sound resource we created exceeds 200MB, it can not be included in the APK, so we put resources in a separate pak file. Because F…

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## [FMODAudioComponent Ticking](https://qa.fmod.com/t/fmodaudiocomponent-ticking/13791)

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**Author:** [@HarryHighDef](https://qa.fmod.com/u/HarryHighDef)\
**Replies:** 4\
**Last updated:** [June 12, 2018, 4:21am UTC](https://qa.fmod.com/t/fmodaudiocomponent-ticking/13791 "2018-06-12T04:21:04Z")

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So as part of optimising our game I dug around in FMOD wondering why so many components were ticking. The component tick is set to false after playback is stopped but this isn’t true on load. I am unsure if this is somet…

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## [Functions called in Blueprints not working in Build](https://qa.fmod.com/t/functions-called-in-blueprints-not-working-in-build/13925)

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**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 2\
**Last updated:** [June 12, 2018, 12:12am UTC](https://qa.fmod.com/t/functions-called-in-blueprints-not-working-in-build/13925 "2018-06-12T00:12:01Z")

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Running FMOD Studio 1.10.05 with UE4.19.1 It seems that all functions that I’m calling in Blueprints are not working after the game is packaged. (They do work by either testing in Play-In-Editor or Standalone Game) So …

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## [Can't adjust FMOD volume through settings in cooked game.](https://qa.fmod.com/t/cant-adjust-fmod-volume-through-settings-in-cooked-game/13084)

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**Author:** [@Cronnix](https://qa.fmod.com/u/Cronnix)\
**Replies:** 2\
**Last updated:** [June 8, 2018, 1:25pm UTC](https://qa.fmod.com/t/cant-adjust-fmod-volume-through-settings-in-cooked-game/13084 "2018-06-08T13:25:18Z")

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Hi, We’re trying to set up a settings menu to allow players to adjust music/effects volume, which are handled by FMOD. Among other things, we’ve set up a blueprint which detects events sent by settings slider change and…

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## [Is the bus name case sensitive?](https://qa.fmod.com/t/is-the-bus-name-case-sensitive/13907)

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**Author:** [@zhengyanadws](https://qa.fmod.com/u/zhengyanadws)\
**Replies:** 1\
**Last updated:** [May 31, 2018, 5:33am UTC](https://qa.fmod.com/t/is-the-bus-name-case-sensitive/13907 "2018-05-31T05:33:52Z")

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My project has a bus which name is “UI”.But when i use bus-\>getPath to get the bus’s path,i get a result “uI”.Is the bus name case-insensitive or it just a miss？

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## [Using brackets in event names doesn't allow any form of variable allocation in UE4 (Bug Report)](https://qa.fmod.com/t/using-brackets-in-event-names-doesnt-allow-any-form-of-variable-allocation-in-ue4-bug-report/13755)

<div class="topic-metadata">

**Author:** [@RobertPotter](https://qa.fmod.com/u/RobertPotter)\
**Replies:** 2\
**Last updated:** [May 25, 2018, 1:59am UTC](https://qa.fmod.com/t/using-brackets-in-event-names-doesnt-allow-any-form-of-variable-allocation-in-ue4-bug-report/13755 "2018-05-25T01:59:46Z")

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Unsure if this is intentional but if you use a bracket symbol in the name of an event you can’t then use that event in any way in UE4. Just thought this might be of use to someone at some point as I couldn’t find the pro…

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