# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?page=41

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**Page:** 42

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## [Strange FMOD Errors when making cooked build in UE4...](https://qa.fmod.com/t/strange-fmod-errors-when-making-cooked-build-in-ue4/12844)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 8\
**Last updated:** [February 1, 2017, 10:40pm UTC](https://qa.fmod.com/t/strange-fmod-errors-when-making-cooked-build-in-ue4/12844 "2017-02-01T22:40:33Z")

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The strange thing is that all of these events work just fine in the build. That said, all of these errors seem to be from events where I’ve either changed the name, or replaced the event with another event. All of these …

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## [UE4 Profiling performance](https://qa.fmod.com/t/ue4-profiling-performance/12941)

<div class="topic-metadata">

**Author:** [@Loeiz](https://qa.fmod.com/u/Loeiz)\
**Replies:** 1\
**Last updated:** [January 30, 2017, 11:03pm UTC](https://qa.fmod.com/t/ue4-profiling-performance/12941 "2017-01-30T23:03:15Z")

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This is inside UE4’s profiler. In a previous question you answered that those two stats (CPU Studio and CPU Mixer) are in CPU percentage. Here they appear as ms on the graph. Is it an error? Does these two stats ha…

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## [Automating Plugin Bypass](https://qa.fmod.com/t/automating-plugin-bypass/12355)

<div class="topic-metadata">

**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 6\
**Last updated:** [January 29, 2017, 11:56pm UTC](https://qa.fmod.com/t/automating-plugin-bypass/12355 "2017-01-29T23:56:54Z")

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It appears that DSP plugins on Snapshots are always instantiated when running the game in UE4, even if the snapshot is not currently active. I currently have five Convolution Reverbs on five different snapshots and its …

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## [No "fade In/out" options in blueprints for Fmod event](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942)

<div class="topic-metadata">

**Author:** [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Replies:** 5\
**Last updated:** [January 27, 2017, 1:01pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942 "2017-01-27T13:01:42Z")

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Hi When I use wav file, I can easily put fade in/out in blueprints but when i use fmod event there is no options, I can only put play http://imgup.pl/di/CABV/f1.png http://imgup.pl/di/I5KI/f2.png Why:(??

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## [FMOD low level api working on PS4 but not Windows](https://qa.fmod.com/t/fmod-low-level-api-working-on-ps4-but-not-windows/12937)

<div class="topic-metadata">

**Author:** [@karanparikh91](https://qa.fmod.com/u/karanparikh91)\
**Replies:** 4\
**Last updated:** [January 27, 2017, 3:14am UTC](https://qa.fmod.com/t/fmod-low-level-api-working-on-ps4-but-not-windows/12937 "2017-01-27T03:14:33Z")

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Hello, I am using UE4 source version 4.14.0. I have created a C++ class that tracks the volume of the microphone. While this seems to work fine when I run it on my PS4, I am unable to get it working on a Windows build.…

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## [UE4 4.14 recording devices not immediately available](https://qa.fmod.com/t/ue4-4-14-recording-devices-not-immediately-available/12894)

<div class="topic-metadata">

**Author:** [@BasV](https://qa.fmod.com/u/BasV)\
**Replies:** 5\
**Last updated:** [January 26, 2017, 1:00pm UTC](https://qa.fmod.com/t/ue4-4-14-recording-devices-not-immediately-available/12894 "2017-01-26T13:00:52Z")

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Hi! We’ve been using FMOD for recording in an UE4 application, and we recently moved from 4.12 to 4.14. In 4.12, we used to retrieve the available recording devices from the PlayerController’s BeginPlay function using …

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## [Multiplayer issue - FMOD events triggering / altering globally](https://qa.fmod.com/t/multiplayer-issue-fmod-events-triggering-altering-globally/12915)

<div class="topic-metadata">

**Author:** [@Tinkernick](https://qa.fmod.com/u/Tinkernick)\
**Replies:** 2\
**Last updated:** [January 25, 2017, 5:12pm UTC](https://qa.fmod.com/t/multiplayer-issue-fmod-events-triggering-altering-globally/12915 "2017-01-25T17:12:19Z")

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Hello everyone I’m in the process of implementing audio into an online multiplayer game. (Using FMOD Studio and UE4 Integration) When simply hosting a game and testing things like music adaptivity or SFX in the map, i…

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## [Implementing in UE4](https://qa.fmod.com/t/implementing-in-ue4/12935)

<div class="topic-metadata">

**Author:** [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Replies:** 2\
**Last updated:** [January 24, 2017, 10:53am UTC](https://qa.fmod.com/t/implementing-in-ue4/12935 "2017-01-24T10:53:26Z")

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Hi, I wonder if there is a way to implement music like this: http://imgup.pl/di/7AGS/f-mod.png I have some loop regions. When character enters loop 2, loop 1 still plays until it ends, then loop 2 begins??

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## [Build doesn't work in Unreal Engine 4](https://qa.fmod.com/t/build-doesnt-work-in-unreal-engine-4/12933)

<div class="topic-metadata">

**Author:** [@reshif](https://qa.fmod.com/u/reshif)\
**Replies:** 5\
**Last updated:** [January 19, 2017, 9:44am UTC](https://qa.fmod.com/t/build-doesnt-work-in-unreal-engine-4/12933 "2017-01-19T09:44:46Z")

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Hi everyone ! I am currently working on a game project using Unreal Engine 4. FMOD Plugin is very useful because we drive a vehicle in the game. I want to do a dynamic car engine and I followed this video step by step : …

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## [Tracks getting out of Sync](https://qa.fmod.com/t/tracks-getting-out-of-sync/12910)

<div class="topic-metadata">

**Author:** [@Tinkernick](https://qa.fmod.com/u/Tinkernick)\
**Replies:** 1\
**Last updated:** [January 12, 2017, 4:46am UTC](https://qa.fmod.com/t/tracks-getting-out-of-sync/12910 "2017-01-12T04:46:09Z")

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I’m working on an adaptive music system with FMOD Studio and UE4. The whole soundtrack is currently set up in one single event. As it is supposed to carry on smoothly accross level transitions, the “PlayEvent2D” is cal…

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## [Monitoring FMOD Studio Performance on UE4](https://qa.fmod.com/t/monitoring-fmod-studio-performance-on-ue4/12908)

<div class="topic-metadata">

**Author:** [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Replies:** 3\
**Last updated:** [January 11, 2017, 5:40am UTC](https://qa.fmod.com/t/monitoring-fmod-studio-performance-on-ue4/12908 "2017-01-11T05:40:21Z")

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Hi, I want to monitor FMOD Performance values, such as ‘how many channels are active’, ‘how many channels are virtualized’, ‘how much memory occupied by FMODStudio’, ‘How many streaming channels are playing’, ‘Buffer si…

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## [Playing sound through PS4 controller speaker](https://qa.fmod.com/t/playing-sound-through-ps4-controller-speaker/12918)

<div class="topic-metadata">

**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 2\
**Last updated:** [January 10, 2017, 10:59pm UTC](https://qa.fmod.com/t/playing-sound-through-ps4-controller-speaker/12918 "2017-01-10T22:59:51Z")

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Hello, is there a documentation on how I can play FMOD event through a controller speaker with standard output fallback? Thanks! Jan

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## [FMOD 1.08.15 + UE 4.14 + Oculus Audio SDK 1.0.4 = possible ?](https://qa.fmod.com/t/fmod-1-08-15-ue-4-14-oculus-audio-sdk-1-0-4-possible/12880)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [January 6, 2017, 11:48am UTC](https://qa.fmod.com/t/fmod-1-08-15-ue-4-14-oculus-audio-sdk-1-0-4-possible/12880 "2017-01-06T11:48:39Z")

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Since spatialization hasn’t been working with Oculus Audio SDK 1.1.1 (nor 1.1.0) in UE4 when using FMOD (and it doesn’t sound like FMOD’s issue), I wonder if I can use older Audio SDK with current FMOD + UE4 ? When I us…

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## [Is that possible to play FMOD Audio while in editor without hitting play?](https://qa.fmod.com/t/is-that-possible-to-play-fmod-audio-while-in-editor-without-hitting-play/12905)

<div class="topic-metadata">

**Author:** [@vitaliiboiko](https://qa.fmod.com/u/vitaliiboiko)\
**Replies:** 0\
**Last updated:** [January 4, 2017, 8:49am UTC](https://qa.fmod.com/t/is-that-possible-to-play-fmod-audio-while-in-editor-without-hitting-play/12905 "2017-01-04T08:49:40Z")

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Seems like the whole powerfull UE4 idea of getting animations done in sequencer in realtime without playing it each time dissapears. Ive triet to wrap up components and call Play while in editor but seems it doesnt work…

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## [Net Stream doesnt work on UnrealEngine](https://qa.fmod.com/t/net-stream-doesnt-work-on-unrealengine/12868)

<div class="topic-metadata">

**Author:** [@studiolecortex](https://qa.fmod.com/u/studiolecortex)\
**Replies:** 5\
**Last updated:** [January 3, 2017, 8:36am UTC](https://qa.fmod.com/t/net-stream-doesnt-work-on-unrealengine/12868 "2017-01-03T08:36:04Z")

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Hi, I followed your example for the net stream. result = system-\>createSound("http://www.music.helsinki.fi/tmt/opetus/uusmedia/esim/a2002011001-e02.wav", FMOD\_CREATESTREAM | FMOD\_NONBLOCKING, 0, &sound); ERRCHECK(r…

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## [Set loop lenght, and/or sample offset via BP?](https://qa.fmod.com/t/set-loop-lenght-and-or-sample-offset-via-bp/12873)

<div class="topic-metadata">

**Author:** [@gbsr](https://qa.fmod.com/u/gbsr)\
**Replies:** 1\
**Last updated:** [December 28, 2016, 3:20am UTC](https://qa.fmod.com/t/set-loop-lenght-and-or-sample-offset-via-bp/12873 "2016-12-28T03:20:04Z")

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Hello. So yeah, as the title says. I want to get the event name. At the moment this is just for debugging but could be used for switching depending on string for example. EDIT: Literally worked the second I posted. Get …

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## [Is there a way to load an index of the .wav files in an event?](https://qa.fmod.com/t/is-there-a-way-to-load-an-index-of-the-wav-files-in-an-event/12870)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 6\
**Last updated:** [December 20, 2016, 5:38pm UTC](https://qa.fmod.com/t/is-there-a-way-to-load-an-index-of-the-wav-files-in-an-event/12870 "2016-12-20T17:38:39Z")

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I’m wanting to use this to display the name of the file or an index that can reference a name of a file within an event that has multiple audio files within it.

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## [arm64-v8a and FMOD fail](https://qa.fmod.com/t/arm64-v8a-and-fmod-fail/12886)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 1\
**Last updated:** [December 19, 2016, 1:21am UTC](https://qa.fmod.com/t/arm64-v8a-and-fmod-fail/12886 "2016-12-19T01:21:18Z")

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Since I am building only for arm64-v8a devices (Galaxy S6 and up), I’d like to use that option in UE4. However, build process fails on FMOD (although I don’t know if it’s an issue exclusive to FMOD) Any idea what’s goin…

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## [Oculus SDK plugins are not being loaded by UE 4.14.1](https://qa.fmod.com/t/oculus-sdk-plugins-are-not-being-loaded-by-ue-4-14-1/12877)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [December 15, 2016, 3:17am UTC](https://qa.fmod.com/t/oculus-sdk-plugins-are-not-being-loaded-by-ue-4-14-1/12877 "2016-12-15T03:17:20Z")

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Here is what I am talking about: https://www.youtube.com/watch?v=iYv3Bzc1hzg Basically FMOD is looking for libOculusSpatializerFMOD64.dll and Oculus provides OculusSpatializerFMOD.dll Filename is the same for Win32 or…

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## [Oculus Audio SDK 1.1.1 support - when ?](https://qa.fmod.com/t/oculus-audio-sdk-1-1-1-support-when/12854)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [December 12, 2016, 3:43am UTC](https://qa.fmod.com/t/oculus-audio-sdk-1-1-1-support-when/12854 "2016-12-12T03:43:16Z")

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Could you please tell us when Oculus Audio SDK 1.1.1 support is coming for FMOD and its UE4 plugin ? I see in the release notes that 1.04 SDK was the last one supported. Thanks

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## [Doppler Effect](https://qa.fmod.com/t/doppler-effect/11729)

<div class="topic-metadata">

**Author:** [@Jacky](https://qa.fmod.com/u/Jacky)\
**Replies:** 4\
**Last updated:** [December 12, 2016, 1:00am UTC](https://qa.fmod.com/t/doppler-effect/11729 "2016-12-12T01:00:33Z")

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Hello FMOD! Thanks again for making this amazing tool available for UE4 users. My question is about Doppler. I have a vehicle, of which sound is setup with Fmod Studio. I’ve enabled doppler but i cant hear the doppler …

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## [Strange problem, music changes pitch](https://qa.fmod.com/t/strange-problem-music-changes-pitch/12860)

<div class="topic-metadata">

**Author:** [@Micha](https://qa.fmod.com/u/Micha)\
**Replies:** 1\
**Last updated:** [December 11, 2016, 8:02pm UTC](https://qa.fmod.com/t/strange-problem-music-changes-pitch/12860 "2016-12-11T20:02:36Z")

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Hi! At the start of my game, my music starts pitched down a few half tones from where it should be. It then switches back to the right pitch, and back. Also, it “glides” down gradually to the other pitch. Sounds a bit l…

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## [UE 4.14 integration broken](https://qa.fmod.com/t/ue-4-14-integration-broken/12855)

<div class="topic-metadata">

**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 1\
**Last updated:** [December 7, 2016, 9:03am UTC](https://qa.fmod.com/t/ue-4-14-integration-broken/12855 "2016-12-07T09:03:56Z")

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Hello, I did a test upgrade of my project to Unreal 4.14 as I’ve seen, that there is already a supporting FMOD integration. Now whenever I try to launch the project, it keeps complaining about libraries built in differ…

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## [Placing FMOD music into level on UE4](https://qa.fmod.com/t/placing-fmod-music-into-level-on-ue4/12851)

<div class="topic-metadata">

**Author:** [@gucoutinho](https://qa.fmod.com/u/gucoutinho)\
**Replies:** 2\
**Last updated:** [December 7, 2016, 12:07am UTC](https://qa.fmod.com/t/placing-fmod-music-into-level-on-ue4/12851 "2016-12-07T00:07:36Z")

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Hi guys! I know this is pretty basic stuff but this is my first project with FMOD and UE4 and I’m having some trouble. I want a track to start at one point of the level and end at another. How can I do this? I’ve tried…

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## [Still no UE 4.14 support ?](https://qa.fmod.com/t/still-no-ue-4-14-support/12853)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 4\
**Last updated:** [December 6, 2016, 2:58am UTC](https://qa.fmod.com/t/still-no-ue-4-14-support/12853 "2016-12-06T02:58:49Z")

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Could you please let us know when is FMOD binary coming for UE 4.14 (or 4.15 if not for 4.14 o.O) ? Thanks

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## [FMOD for UE 4.14 - when ?](https://qa.fmod.com/t/fmod-for-ue-4-14-when/12816)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 6\
**Last updated:** [December 5, 2016, 9:50pm UTC](https://qa.fmod.com/t/fmod-for-ue-4-14-when/12816 "2016-12-05T21:50:14Z")

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UE 4.14 has been released https://forums.unrealengine.com/showthread.php?128759-4-14-Released! When can we expect FMOD for it to be released ? Thanks

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## [Oculus spacialiser hangs](https://qa.fmod.com/t/oculus-spacialiser-hangs/12774)

<div class="topic-metadata">

**Author:** [@jumbli](https://qa.fmod.com/u/jumbli)\
**Replies:** 4\
**Last updated:** [December 5, 2016, 7:00am UTC](https://qa.fmod.com/t/oculus-spacialiser-hangs/12774 "2016-12-05T07:00:21Z")

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I am using Unreal Engine 4.13 and FMOD 1.8.4, Oculus Audio 1.0.4, but this is a very long term problem. There is a sequence of events that I can’t reproduce that occasionally results in the Oculus Spacialiser hanging. FM…

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## [FMOD Plugin broken with BuildGraph](https://qa.fmod.com/t/fmod-plugin-broken-with-buildgraph/12826)

<div class="topic-metadata">

**Author:** [@caswal](https://qa.fmod.com/u/caswal)\
**Replies:** 0\
**Last updated:** [November 22, 2016, 12:35am UTC](https://qa.fmod.com/t/fmod-plugin-broken-with-buildgraph/12826 "2016-11-22T00:35:32Z")

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We maintain our own internal UE4 build, built from the UDN Perforce. We use the new (4.13) build graph system to build Rocket builds for distribution to the team.I have put the plugin into the Engine/Plugins folder, so …

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## [UE 4.14 FMOD unable to compile](https://qa.fmod.com/t/ue-4-14-fmod-unable-to-compile/12823)

<div class="topic-metadata">

**Author:** [@karanparikh91](https://qa.fmod.com/u/karanparikh91)\
**Replies:** 3\
**Last updated:** [November 19, 2016, 9:03pm UTC](https://qa.fmod.com/t/ue-4-14-fmod-unable-to-compile/12823 "2016-11-19T21:03:27Z")

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I am using UE 4.14 source version, but I am unable to get FMOD to compile as I have done in the past. The image below shows the errors that my compiler identifies: Errors: Error C2248 ‘FViewMatrices::ViewMatrix’: ca…

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## [UE4 Sequencer?](https://qa.fmod.com/t/ue4-sequencer/12791)

<div class="topic-metadata">

**Author:** [@John\_Scott\_Tynes](https://qa.fmod.com/u/John_Scott_Tynes)\
**Replies:** 5\
**Last updated:** [November 17, 2016, 12:37am UTC](https://qa.fmod.com/t/ue4-sequencer/12791 "2016-11-17T00:37:16Z")

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Hi folks, Do you have any updates on support for the UE4 Sequencer tool? We are working on a VR project with extensive mocap and audio needs and are using Sequencer as our primary tool for assembling cinematic content.

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