# 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:** 7

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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: [July 10, 2020, 6:24am UTC](https://qa.fmod.com/t/building-fmod-for-ios-on-windows-machine/15938/7 "2020-07-10T06:24:06Z")

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This may require more investigation as I’m not sure if we can do something about it in our plugin, but previously someone else had used this:

> [@FMod causes error when using remote mac compile](https://qa.fmod.com/t/fmod-causes-error-when-using-remote-mac-compile/14321/4):
>
> My workaround was modification of UnrealBuildTool’s RemoteMac.cs file. I belive this change will work even in binary build from launcher. I added CommonRsyncArguments.Add("–filter ‘protect libresonanceaudio.a’"); CommonRsyncArguments.Add("–filter ‘protect libgvraudio.a’"); CommonRsyncArguments.Add("–filter ‘protect libfmodstudio\_iphoneos.a’"); CommonRsyncArguments.Add("–filter ‘protect libfmodstudioL\_iphoneos.a’"); CommonRsyncArguments.Add("–filter ‘protect libfmod\_iphoneos.a’"); CommonRs…

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