# Building FMOD for iOS on Windows machine

**URL:** <https://qa.fmod.com/t/building-fmod-for-ios-on-windows-machine/15938>\
**Category:** Unreal Engine\
**Tags:** ios\
**Created:** [July 2, 2020, 6:35am UTC](https://qa.fmod.com/t/building-fmod-for-ios-on-windows-machine/15938 "2020-07-02T06:35:22Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [April 17, 2021, 10:08pm UTC](https://qa.fmod.com/t/building-fmod-for-ios-on-windows-machine/15938/12 "2021-04-17T22:08:42Z")

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Hi,  
If the packaging succeeded but you get the error message when trying to load the game, you probably encountered the known bug described [here](https://qa.fmod.com/t/plugin-fmodstudio-failed-to-load-because-module-fmodstudio-could-not-be-found/16752/5), on blueprint-only projects. You only have to create a dumb C++ class and compile it in a code editor, before packaging the project in UE.

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_[View the full topic](https://qa.fmod.com/t/building-fmod-for-ios-on-windows-machine/15938)._
