# Avoiding FMODStudio and FMODStudioEditor recompilation

**URL:** <https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159>\
**Category:** Unreal Engine\
**Created:** [May 5, 2021, 8:39pm UTC](https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159 "2021-05-05T20:39:08Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![twevs](https://avatars.discourse-cdn.com/v4/letter/t/22d042/32.png) [@twevs](https://qa.fmod.com/u/twevs)\
**Post date:** [May 5, 2021, 8:39pm UTC](https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159/1 "2021-05-05T20:39:08Z")

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Building the UE4 project that I am working on after changing a project-specific file that is completely unrelated to the plugin very often triggers the following, where X is some number:

> UE4Editor-FMODStudio-000X.dll  
> Creating library […]\UE4\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Development\FMODStudio\UE4Editor-FMODStudio-000X.suppressed.lib and object […]\UE4\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Development\FMODStudio\UE4Editor-FMODStudio-000X.suppressed.exp  
> and likewise for FMODStudioEditor.

How can I prevent this from happening? The extension of my build times that it causes is infuriating.

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [May 13, 2021, 5:51am UTC](https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159/2 "2021-05-13T05:51:38Z")

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Apologies for the delay, this is something we are looking into but do not have an answer for yet.

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**Author:** ![twevs](https://avatars.discourse-cdn.com/v4/letter/t/22d042/32.png) [@twevs](https://qa.fmod.com/u/twevs)\
**Post date:** [May 15, 2021, 11:08am UTC](https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159/3 "2021-05-15T11:08:31Z")

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Thank you for looking into it, but I don’t think you need busy yourself with it; I have looked and asked all over the place and it seems to have been a freak issue with even MSBuild and UBT logs being of no assistance. I was trying all sorts of things, such as clean builds with “bUsePrecompiled = true”, but that was messing up my DLL loading and it turns out a clean build from within the IDE with the default .Build.cs files seems to have sorted it out.
