# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?page=37

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

**Page:** 38

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## [Question Regarding Asset Path Known Issue](https://qa.fmod.com/t/question-regarding-asset-path-known-issue/13638)

<div class="topic-metadata">

**Author:** [@JustJohn](https://qa.fmod.com/u/JustJohn)\
**Replies:** 2\
**Last updated:** [January 15, 2018, 4:28pm UTC](https://qa.fmod.com/t/question-regarding-asset-path-known-issue/13638 "2018-01-15T16:28:27Z")

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I’m getting to a point with my project that I’m starting to add audio and have been thinking of using Fmod to do that, and, as the title states, I had a question related to the Asset Paths know issue in the Unreal sectio…

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## [UE4 4.13, FMOD 1.08.14 - No audio on Packaged Win64/Win32, but audio is fine in editor and in Packaged Xbox One & PS4](https://qa.fmod.com/t/ue4-4-13-fmod-1-08-14-no-audio-on-packaged-win64-win32-but-audio-is-fine-in-editor-and-in-packaged-xbox-one-ps4/13229)

<div class="topic-metadata">

**Author:** [@ProspectGames](https://qa.fmod.com/u/ProspectGames)\
**Replies:** 10\
**Last updated:** [January 15, 2018, 3:08am UTC](https://qa.fmod.com/t/ue4-4-13-fmod-1-08-14-no-audio-on-packaged-win64-win32-but-audio-is-fine-in-editor-and-in-packaged-xbox-one-ps4/13229 "2018-01-15T03:08:43Z")

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Hi, I’ve got UE4.13 installed, with FMOD 1.08.14 (4.13) inside the project plugins folder. I’ve got banks built with FMOD Studio 1.08.14, and have Reloaded Banks using File-\>Reload Banks in the editor. In Project-\>Pack…

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## [UE4 - Sounds are not playing when multiple events are spawned](https://qa.fmod.com/t/ue4-sounds-are-not-playing-when-multiple-events-are-spawned/13630)

<div class="topic-metadata">

**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 1\
**Last updated:** [January 10, 2018, 4:48pm UTC](https://qa.fmod.com/t/ue4-sounds-are-not-playing-when-multiple-events-are-spawned/13630 "2018-01-10T16:48:21Z")

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Using Fmod Studio 1.10.00 with AudioMotors 1.00.00 plug-in and Unreal 4.17.2 I’m experiencing an issue with a few events which have AudioMotors modules and a few Convolution Reverbs. When multiple events like these are …

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## [Packaged Game Not Playing Sounds](https://qa.fmod.com/t/packaged-game-not-playing-sounds/13627)

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**Author:** [@carambaspombas](https://qa.fmod.com/u/carambaspombas)\
**Replies:** 1\
**Last updated:** [January 8, 2018, 10:27pm UTC](https://qa.fmod.com/t/packaged-game-not-playing-sounds/13627 "2018-01-08T22:27:34Z")

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Hey guys, I’m using FMOD for UE4, 4.17.2, all works fine inside the Editor, but when I buid/package the game nothing seems to play! I checked every question on the internet, copied all .dll, setup the ue4 correctly, it’…

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## [Set FMODEvent Object Ref through Custom Event](https://qa.fmod.com/t/set-fmodevent-object-ref-through-custom-event/13603)

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**Author:** [@h109475](https://qa.fmod.com/u/h109475)\
**Replies:** 1\
**Last updated:** [December 27, 2017, 9:51pm UTC](https://qa.fmod.com/t/set-fmodevent-object-ref-through-custom-event/13603 "2017-12-27T21:51:29Z")

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Hey all. I’m writing a small blueprint to handle some character audio until the animations are implemented. I created this blueprint in the meantime, but to make it more scale able, id Like to be able to pass the FMODev…

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## [FMOD Studio - UE4 - LiveUpdate Reconnecting](https://qa.fmod.com/t/fmod-studio-ue4-liveupdate-reconnecting/13588)

<div class="topic-metadata">

**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 4\
**Last updated:** [December 20, 2017, 4:35pm UTC](https://qa.fmod.com/t/fmod-studio-ue4-liveupdate-reconnecting/13588 "2017-12-20T16:35:23Z")

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Hi, I’m experiencing a few issues while trying to connect FMOD Studio to UE4. According to the Fmod Studio Log, the connection seems to be going on and immediately off. Also, the LiveUpdate icon keeps flashing “Live Upd…

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## [How to deal with DLC content?](https://qa.fmod.com/t/how-to-deal-with-dlc-content/13593)

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**Author:** [@maikgoltz](https://qa.fmod.com/u/maikgoltz)\
**Replies:** 2\
**Last updated:** [December 20, 2017, 8:20am UTC](https://qa.fmod.com/t/how-to-deal-with-dlc-content/13593 "2017-12-20T08:20:14Z")

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Is FMOD able to deal with additional DLC content added to the game by UE4s plugin concept? Can i simply add a DLC that contains a bank not stored to the standard Content/FMOD folder and load that bank by a blueprint or c…

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## [FMOD Occlusion](https://qa.fmod.com/t/fmod-occlusion/13568)

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**Author:** [@dinoDuvnjak](https://qa.fmod.com/u/dinoDuvnjak)\
**Replies:** 7\
**Last updated:** [December 13, 2017, 11:09pm UTC](https://qa.fmod.com/t/fmod-occlusion/13568 "2017-12-13T23:09:28Z")

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Hi, I am currently trying to implement event occlusion into my game. After examination of the documentation and few days of testing I could’n achieve satisfying result and ran on certain issues listed below. I apprecia…

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## [Xbox One UE4 integration , doc outdated for 4.18](https://qa.fmod.com/t/xbox-one-ue4-integration-doc-outdated-for-4-18/13570)

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**Author:** [@nowandstudios](https://qa.fmod.com/u/nowandstudios)\
**Replies:** 2\
**Last updated:** [December 5, 2017, 4:18pm UTC](https://qa.fmod.com/t/xbox-one-ue4-integration-doc-outdated-for-4-18/13570 "2017-12-05T16:18:09Z")

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Hello, I’m trying to port my game to Xbox One but the documentation from https://www.fmod.com/resources/documentation-api?page=content/generated/engine\_ue4/deployment\_xboxone.html is ourdated. The lines: Log("Copying…

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## [Bypass the Unreal Audio engine, while using Fmod](https://qa.fmod.com/t/bypass-the-unreal-audio-engine-while-using-fmod/13565)

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**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 3\
**Last updated:** [November 30, 2017, 9:32pm UTC](https://qa.fmod.com/t/bypass-the-unreal-audio-engine-while-using-fmod/13565 "2017-11-30T21:32:51Z")

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Hi, I know this question is more related to Unreal itself than Fmod, but since there are no answers in the Unreal Forums, I figured I should ask it here. Do you know any way on how to bypass the Unreal Audio Engine, on…

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## [Prevent recompiling plugin with every change.](https://qa.fmod.com/t/prevent-recompiling-plugin-with-every-change/13550)

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**Author:** [@osman](https://qa.fmod.com/u/osman)\
**Replies:** 0\
**Last updated:** [November 21, 2017, 10:51pm UTC](https://qa.fmod.com/t/prevent-recompiling-plugin-with-every-change/13550 "2017-11-21T22:51:45Z")

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Anytime we have a change outside of the plugin ( especially engine-changes ) It forces the plugin to recompile. This is taking a while and we’d like to avoid it. Is there anything we can do?

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## [Banks not loading when launching to Android / UE4](https://qa.fmod.com/t/banks-not-loading-when-launching-to-android-ue4/13529)

<div class="topic-metadata">

**Author:** [@stevepardo](https://qa.fmod.com/u/stevepardo)\
**Replies:** 1\
**Last updated:** [November 19, 2017, 11:45pm UTC](https://qa.fmod.com/t/banks-not-loading-when-launching-to-android-ue4/13529 "2017-11-19T23:45:38Z")

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Audio plays fine on PC, but when launching to Android (Galaxy S8+) it can’t find banks. I’m building banks in FMOD to both Desktop and Mobile folders, but 1) it seems to be trying to load Desktop banks (which is not real…

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## [Plugin 'FMODStudio' failed to load because module 'FMODStudio'](https://qa.fmod.com/t/plugin-fmodstudio-failed-to-load-because-module-fmodstudio/13542)

<div class="topic-metadata">

**Author:** [@Andrewmenino](https://qa.fmod.com/u/Andrewmenino)\
**Replies:** 1\
**Last updated:** [November 17, 2017, 4:01am UTC](https://qa.fmod.com/t/plugin-fmodstudio-failed-to-load-because-module-fmodstudio/13542 "2017-11-17T04:01:55Z")

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Hi, whenever I try to run UE4 with the FMOD Studio-UE4.18 folder in the UE4.18 Plugin folder, I get the error “Plugin ‘FMODStudio’ failed to load because module ‘FMODStudio’ could not be found. Please ensure the plugin i…

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## [unreal 4.18 integration](https://qa.fmod.com/t/unreal-4-18-integration/13506)

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**Author:** [@engstrandmx](https://qa.fmod.com/u/engstrandmx)\
**Replies:** 4\
**Last updated:** [November 14, 2017, 8:40pm UTC](https://qa.fmod.com/t/unreal-4-18-integration/13506 "2017-11-14T20:40:00Z")

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Hi! when will the widows fmod intergation to unreal 4.18 be released? :slight\_smile: /Kevin

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## [UE4 - Create FMOD Audio Component at Runtime in Blueprint](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538)

<div class="topic-metadata">

**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 4\
**Last updated:** [November 14, 2017, 5:19pm UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538 "2017-11-14T17:19:43Z")

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Hi, I’m trying to create an FMOD Audio Component in Runtime, through a Blueprint. Is there any way to do this? The internal Unreal Engine provided a “Create Sound 2D” function that returned an Audio Component, which co…

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## [Oculus Audio SDK plugin for FMOD (Android) can not be found or crashes](https://qa.fmod.com/t/oculus-audio-sdk-plugin-for-fmod-android-can-not-be-found-or-crashes/12587)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 4\
**Last updated:** [November 12, 2017, 11:21pm UTC](https://qa.fmod.com/t/oculus-audio-sdk-plugin-for-fmod-android-can-not-be-found-or-crashes/12587 "2017-11-12T23:21:16Z")

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My UE4 (4.12.4) projects works with FMOD Studio plugin just fine. However, I need to use FMOD plugin for Android from Oculus Audio SDK (since it’s more performance optimized for Gear VR). I followed instructions for FMO…

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## [Getting events from an audio asset's position?](https://qa.fmod.com/t/getting-events-from-an-audio-assets-position/13528)

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**Author:** [@AlecB](https://qa.fmod.com/u/AlecB)\
**Replies:** 3\
**Last updated:** [November 9, 2017, 11:43pm UTC](https://qa.fmod.com/t/getting-events-from-an-audio-assets-position/13528 "2017-11-09T23:43:03Z")

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We’ve run into an issue as timeline marker callbacks do not work as we need them in programmer sounds (timeline length is relative to current audio file). Is it possible to trigger events in UE based on an audio file’s …

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## [AudioMotors Plugin - warning messages when Unreal Editor is started](https://qa.fmod.com/t/audiomotors-plugin-warning-messages-when-unreal-editor-is-started/13520)

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**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 2\
**Last updated:** [November 8, 2017, 9:41am UTC](https://qa.fmod.com/t/audiomotors-plugin-warning-messages-when-unreal-editor-is-started/13520 "2017-11-08T09:41:16Z")

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Hello, I’m getting multiple warning messages in the Unreal Output Log, when Unreal Editor is started: LogFMOD: Warning: f:\\jk\\workspace\\1.10\_UE4.17\_Win64\\studio\_api\\src\\fmod\_effect.cpp(189) - Missing DSP plugin ‘AudioG…

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## [Cook on the fly in xbox build](https://qa.fmod.com/t/cook-on-the-fly-in-xbox-build/13522)

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**Author:** [@boterock](https://qa.fmod.com/u/boterock)\
**Replies:** 2\
**Last updated:** [November 8, 2017, 1:06am UTC](https://qa.fmod.com/t/cook-on-the-fly-in-xbox-build/13522 "2017-11-08T01:06:51Z")

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Hello, I am using the Xbox integration, and when I do a full build I don’t have any problem, but when using Cook on the Fly the cook server crashes. Is there a way to use FMOD with cook on the fly, or is it already supp…

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## [ue4 import issue](https://qa.fmod.com/t/ue4-import-issue/13524)

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**Author:** [@Naden](https://qa.fmod.com/u/Naden)\
**Replies:** 1\
**Last updated:** [November 7, 2017, 11:35am UTC](https://qa.fmod.com/t/ue4-import-issue/13524 "2017-11-07T11:35:40Z")

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hi. When I try to import my .fspro project into unreal, it gives me a popup saying “unknown file extension”. The FMOD plugin is enabled in the plugins tab, and i have tried importing the bank files but i got the same er…

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## [Oculus Spatializer plugin / FMOD Studio / No sound output in Unreal](https://qa.fmod.com/t/oculus-spatializer-plugin-fmod-studio-no-sound-output-in-unreal/13515)

<div class="topic-metadata">

**Author:** [@jessekirbs](https://qa.fmod.com/u/jessekirbs)\
**Replies:** 4\
**Last updated:** [November 6, 2017, 7:46pm UTC](https://qa.fmod.com/t/oculus-spatializer-plugin-fmod-studio-no-sound-output-in-unreal/13515 "2017-11-06T19:46:40Z")

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Howdy - Posted this over at the Oculus forums but I figured it would be good to post here too: I’ve installed the Oculus Spatializer to my FMOD Studio and it shows up fine in the program. I’ve dropped the Oculus Spatial…

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## [UE4: Plugin FMODStudio fails to load because module 'FMODStudioEditor' could not be loaded.](https://qa.fmod.com/t/ue4-plugin-fmodstudio-fails-to-load-because-module-fmodstudioeditor-could-not-be-loaded/13511)

<div class="topic-metadata">

**Author:** [@jessekirbs](https://qa.fmod.com/u/jessekirbs)\
**Replies:** 2\
**Last updated:** [November 3, 2017, 12:36am UTC](https://qa.fmod.com/t/ue4-plugin-fmodstudio-fails-to-load-because-module-fmodstudioeditor-could-not-be-loaded/13511 "2017-11-03T00:36:23Z")

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Hello, I’ve unzipped the FMOD Unreal Integration into my game’s ‘Plugins’ folder and tried to run it. I am getting the following error: ‘Plugin FMODStudio failed to load because module ‘FMODStudioEditor’ could not be l…

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## [Making Occlusion Ray Cast / Line Trace visible for debugging](https://qa.fmod.com/t/making-occlusion-ray-cast-line-trace-visible-for-debugging/13504)

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**Author:** [@jacobalmond](https://qa.fmod.com/u/jacobalmond)\
**Replies:** 1\
**Last updated:** [October 26, 2017, 1:29pm UTC](https://qa.fmod.com/t/making-occlusion-ray-cast-line-trace-visible-for-debugging/13504 "2017-10-26T13:29:08Z")

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Hi All, I’ve successfully used the following information to get occlusion to work using line traces / ray casts in Unreal: https://www.fmod.com/resources/documentation-api?page=content/generated/engine\_ue4/occlusion.ht…

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## [Fmod and matinee](https://qa.fmod.com/t/fmod-and-matinee/13502)

<div class="topic-metadata">

**Author:** [@gnommywave](https://qa.fmod.com/u/gnommywave)\
**Replies:** 1\
**Last updated:** [October 24, 2017, 5:24am UTC](https://qa.fmod.com/t/fmod-and-matinee/13502 "2017-10-24T05:24:34Z")

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I’m a newbie in ue4, so I need some help… There is a way to trigger a fmod event when a cinematic start in ue4? I really can not understand it …

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## [Profiler session recording crashes Studio1.09.08 - Issues Detected](https://qa.fmod.com/t/profiler-session-recording-crashes-studio1-09-08-issues-detected/13498)

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**Author:** [@Ste\_C](https://qa.fmod.com/u/Ste_C)\
**Replies:** 4\
**Last updated:** [October 22, 2017, 10:09pm UTC](https://qa.fmod.com/t/profiler-session-recording-crashes-studio1-09-08-issues-detected/13498 "2017-10-22T22:09:25Z")

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Hi, I revisited Profiler after a few months to check our in-game snapshot activity. Only while recording, when any snapshot is detected in Profiler, we’re getting the Issues Detected / Validation Required panel alerts a…

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## [Networking with FMOD](https://qa.fmod.com/t/networking-with-fmod/13496)

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**Author:** [@Bandex](https://qa.fmod.com/u/Bandex)\
**Replies:** 2\
**Last updated:** [October 20, 2017, 7:35am UTC](https://qa.fmod.com/t/networking-with-fmod/13496 "2017-10-20T07:35:45Z")

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Hey Everybody, Got some issues with FMOD and Unreal Engines Replication System. I’m using UE4.17. From the Server I call a function called NetPlayFmodEvent: void NetPlayFmodEvent(FVector Location, UFMODEvent \* Event); …

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## [LogFMOD:Warning: Failed to set initial parameter Direction](https://qa.fmod.com/t/logfmod-failed-to-set-initial-parameter-direction/13494)

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**Author:** [@AlecB](https://qa.fmod.com/u/AlecB)\
**Replies:** 1\
**Last updated:** [October 19, 2017, 3:25am UTC](https://qa.fmod.com/t/logfmod-failed-to-set-initial-parameter-direction/13494 "2017-10-19T03:25:03Z")

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We are getting the following warning logged after an upgrade to UE 4.16 + FMOD 1.10: LogFMOD:Warning: Failed to set initial parameter Direction The error gets logged each time an event with the built in FMOD ‘Direction…

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## [Gaps at playback ambient sounds in UE4!](https://qa.fmod.com/t/gaps-at-playback-ambient-sounds-in-ue4/13481)

<div class="topic-metadata">

**Author:** [@chemberz](https://qa.fmod.com/u/chemberz)\
**Replies:** 3\
**Last updated:** [October 11, 2017, 11:26am UTC](https://qa.fmod.com/t/gaps-at-playback-ambient-sounds-in-ue4/13481 "2017-10-11T11:26:27Z")

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Hi everybody! I have some problems and will be glad if you can help. I created few events for ambient sound (birds, crickets etc.). I added them as a components to static meshes (trees for example). When I hit “Play” I …

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## [\[UE4\] Stop All events in Bus or Stop all events in blueprints](https://qa.fmod.com/t/ue4-stop-all-events-in-bus-or-stop-all-events-in-blueprints/13487)

<div class="topic-metadata">

**Author:** [@hexa](https://qa.fmod.com/u/hexa)\
**Replies:** 1\
**Last updated:** [October 11, 2017, 3:17am UTC](https://qa.fmod.com/t/ue4-stop-all-events-in-bus-or-stop-all-events-in-blueprints/13487 "2017-10-11T03:17:55Z")

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Hi, I want to know if have anyway to stop the entire bus with all events inside it. The functions I have on UE4 is only mute and pause the bus! Thank you, Abraham Kim

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## [Packaged Xbox game, No UI sound or standard ue4 audio](https://qa.fmod.com/t/packaged-xbox-game-no-ui-sound-or-standard-ue4-audio/13483)

<div class="topic-metadata">

**Author:** [@christianled59](https://qa.fmod.com/u/christianled59)\
**Replies:** 6\
**Last updated:** [October 8, 2017, 11:26pm UTC](https://qa.fmod.com/t/packaged-xbox-game-no-ui-sound-or-standard-ue4-audio/13483 "2017-10-08T23:26:14Z")

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Hello, So we are running our game on Xbox One using FMOD. The FMOD audio works just fine, but other audio using the default unreal stuff doesn’t work. For example, UI audio doesn’t play, and wav files that are placed in…

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