# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?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

---

## [Change footstep sound based on material](https://qa.fmod.com/t/change-footstep-sound-based-on-material/14027)

<div class="topic-metadata">

**Author:** [@Eneco](https://qa.fmod.com/u/Eneco)\
**Replies:** 5\
**Last updated:** [November 2, 2018, 4:08pm UTC](https://qa.fmod.com/t/change-footstep-sound-based-on-material/14027 "2018-11-02T16:08:25Z")

</div>

Hey folks, I’m trying to set up a material check system for the footsteps. Triggered by an “AnimNotify” on the animation timeline, I perform a LineTrace whenever a footstep takes place to check the surface type. Based o…

---

## [About the Unreal Engine category](https://qa.fmod.com/t/about-the-unreal-engine-category/119)

<div class="topic-metadata">

**Author:** [@brett](https://qa.fmod.com/u/brett)\
**Replies:** 0\
**Last updated:** [October 30, 2018, 12:34am UTC](https://qa.fmod.com/t/about-the-unreal-engine-category/119 "2018-10-30T00:34:44Z")

</div>

Discussion surrounding the use of FMOD Studio with Unreal Engine and the associated “FMOD for UE4” integration.

---

## [How to make sounds feels more 3D in FMOD](https://qa.fmod.com/t/how-to-make-sounds-feels-more-3d-in-fmod/14159)

<div class="topic-metadata">

**Author:** [@Vu5e](https://qa.fmod.com/u/Vu5e)\
**Replies:** 3\
**Last updated:** [October 28, 2018, 11:57pm UTC](https://qa.fmod.com/t/how-to-make-sounds-feels-more-3d-in-fmod/14159 "2018-10-28T23:57:11Z")

</div>

Hello all, So I wanted to make sounds feels more 3D means that I’m playing it from the source. For example I hold a Music Box then I wanna hear it based on the location of the Music Box is. How do I get that precise 3D …

---

## [No audio on Oculus Go](https://qa.fmod.com/t/no-audio-on-oculus-go/14149)

<div class="topic-metadata">

**Author:** [@jessekirbs](https://qa.fmod.com/u/jessekirbs)\
**Replies:** 5\
**Last updated:** [October 25, 2018, 7:16pm UTC](https://qa.fmod.com/t/no-audio-on-oculus-go/14149 "2018-10-25T19:16:26Z")

</div>

Double checked that all the steps were followed correctly. FMOD plug folder is in my project folder, plugins.txt is in the ‘Binaries/Android’ folder with ‘OculusSpatializerFMOD’ as the contents, ‘FMOD’ directory added to…

---

## [FMOD Oculus Go no sound](https://qa.fmod.com/t/fmod-oculus-go-no-sound/14099)

<div class="topic-metadata">

**Author:** [@toxyne](https://qa.fmod.com/u/toxyne)\
**Replies:** 5\
**Last updated:** [October 22, 2018, 4:42am UTC](https://qa.fmod.com/t/fmod-oculus-go-no-sound/14099 "2018-10-22T04:42:46Z")

</div>

Hi all. Trying to make spatial sound for Oculus Go app. I made event in FMOD studio and add it to UE 4.19.2. No any sound after deployment. But when I hit play from desktop with Oculus DK2 sound plays and it spatialized…

---

## [FMOD initializes AFTER some blueprints are serialized in packaged build, unable to find events and banks](https://qa.fmod.com/t/fmod-initializes-after-some-blueprints-are-serialized-in-packaged-build-unable-to-find-events-and-banks/14058)

<div class="topic-metadata">

**Author:** [@jeremyabel](https://qa.fmod.com/u/jeremyabel)\
**Replies:** 6\
**Last updated:** [October 21, 2018, 3:39am UTC](https://qa.fmod.com/t/fmod-initializes-after-some-blueprints-are-serialized-in-packaged-build-unable-to-find-events-and-banks/14058 "2018-10-21T03:39:51Z")

</div>

I think this is some variant of the problem described in the “Loading blueprints before plugin load” portion of this page: https://www.fmod.com/resources/documentation-api?page=content/generated/engine\_ue4/deployment.htm…

---

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

<div class="topic-metadata">

**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")

</div>

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 …

---

## [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)

<div class="topic-metadata">

**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")

</div>

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: ==…

---

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

<div class="topic-metadata">

**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")

</div>

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 …

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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”, …

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

## [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)

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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

---

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

<div class="topic-metadata">

**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")

</div>

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!

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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 …

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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 …

---

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

<div class="topic-metadata">

**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")

</div>

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

---

## [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)

<div class="topic-metadata">

**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")

</div>

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…

---

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

<div class="topic-metadata">

**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")

</div>

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

---

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

<div class="topic-metadata">

**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")

</div>

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 …

---

## [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)

<div class="topic-metadata">

**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")

</div>

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 …

---

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

<div class="topic-metadata">

**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")

</div>

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…

[Previous page](https://qa.fmod.com/c/ue4/8.md?page=34)

[Next page](https://qa.fmod.com/c/ue4/8.md?page=36)
