# Can't load project after Github Clone in UE5 using FMOD

**URL:** https://qa.fmod.com/t/cant-load-project-after-github-clone-in-ue5-using-fmod/21876
**Category:** Unreal Engine
**Created:** [July 13, 2024, 11:33am UTC](https://qa.fmod.com/t/cant-load-project-after-github-clone-in-ue5-using-fmod/21876 "2024-07-13T11:33:35Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![chriswastyping](https://avatars.discourse-cdn.com/v4/letter/c/dfb087/32.png) [@chriswastyping](https://qa.fmod.com/u/chriswastyping)
#### Post date: [July 13, 2024, 11:33am UTC](https://qa.fmod.com/t/cant-load-project-after-github-clone-in-ue5-using-fmod/21876/1 "2024-07-13T11:33:36Z")

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Hey, I’ve had this a few times, but haven’t found a solid work around. I can’t remember whether everyone needs to install their own version of FMOD.

Working on different projects in Unreal, for example, if I add FMOD to a UE5 project. Push it to GitHub, then the person on the other end clones the project. We get the following errors.

![Screenshot 2024-07-13 122429](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0e30556af09ca4870d0f926c9606996433c59d14.png)  
 ![Screenshot 2024-07-13 122137](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/2ab74cdb520ede4e7afb9d42d5293ac44004e9ea.png)

We’re using the same versions of UE5. Haven’t got a FMOD project on the go, this is just about opening UE5.

If you rebuild them, error. If you don’t rebuild them the project opens but then the error comes through to rebuild from source. Haven’t had this error with other plugins so far. Any advice would be great, We’re new to this.

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<div class="post-metadata">

### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [July 15, 2024, 12:34am UTC](https://qa.fmod.com/t/cant-load-project-after-github-clone-in-ue5-using-fmod/21876/2 "2024-07-15T00:34:54Z")

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Hi,

What version of the FMOD integration are you using? Would it be possible to share your `.gitignore`? The issue may be you are ignoring the integration binary files which are required to avoid having to rebuild the integration. Documentation for setting up source control with FMOD can be found here: [Unreal Integration | User Guide - Source Control](https://fmod.com/docs/2.02/unreal/user-guide.html#source-control).

Hope this helps!
