# Deploying on Android

**URL:** <https://qa.fmod.com/t/deploying-on-android/11901>\
**Category:** Unreal Engine\
**Created:** [April 27, 2015, 1:18am UTC](https://qa.fmod.com/t/deploying-on-android/11901 "2015-04-27T01:18:42Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [April 27, 2015, 1:18am UTC](https://qa.fmod.com/t/deploying-on-android/11901/1 "2015-04-27T01:18:42Z")

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Here is the information on how to deploy on Android platforms with UE4 version 4.7.

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**Author:** ![Bino](https://avatars.discourse-cdn.com/v4/letter/b/b19c9b/32.png) [@Bino](https://qa.fmod.com/u/Bino)\
**Post date:** [May 1, 2015, 3:53am UTC](https://qa.fmod.com/t/deploying-on-android/11901/2 "2015-05-01T03:53:09Z")

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This works well for me if I drag and drop an FMOD event into the scene.

However I can’t seem to fire it from blueprints. It works in the mobile and PC simulator but not in Note4.

Is it possible to fire spatialized sounds from Blueprints?

[![](https://i.imgur.com/rJJwIou.png) ](https://i.imgur.com/rJJwIou.png)

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [May 5, 2015, 12:20am UTC](https://qa.fmod.com/t/deploying-on-android/11901/3 "2015-05-05T00:20:25Z")

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> [@](#):
>
> This works well for me if I drag and drop an FMOD event into the scene.
> 
> However I can’t seem to fire it from blueprints. It works in the mobile and PC simulator but not in Note4.
> 
> Is it possible to fire spatialized sounds from Blueprints?
> 
> [http://i.imgur.com/rJJwIou.png](http://i.imgur.com/rJJwIou.png)

That seems unusual. When you mean it doesn’t work do you mean that you don’t hear any sound? Have you tried connecting the Studio profiler and seeing what happens?

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**Author:** ![Bino](https://avatars.discourse-cdn.com/v4/letter/b/b19c9b/32.png) [@Bino](https://qa.fmod.com/u/Bino)\
**Post date:** [May 5, 2015, 11:02pm UTC](https://qa.fmod.com/t/deploying-on-android/11901/4 "2015-05-05T23:02:58Z")

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It seems like I can add comments in this forum again.  
Yes - No sound when played from blueprints on the Note4.  
I changed to use Play Event Attached which was recommended elsewhere here - But still doesn’t work. Haven’t heard of the studio profiler. I’ll look into it.

I do see the following in the logs:  
Warning: …/android/src/fmod\_os\_misc.cpp(900) - dlopen failed: library “libovrfmod.so” not found

But no warnings for libovrfmod32.so. The instructions said either is fine?

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**Author:** ![Bino](https://avatars.discourse-cdn.com/v4/letter/b/b19c9b/32.png) [@Bino](https://qa.fmod.com/u/Bino)\
**Post date:** [May 5, 2015, 11:49pm UTC](https://qa.fmod.com/t/deploying-on-android/11901/5 "2015-05-05T23:49:58Z")

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I connected the profiler to the game running on the Note4. Recorded a session performing the action that calls the blueprint that calls Play Event Attached which works on PC. No events appeared in the profiler. The event I dragged and dropped into the editor appeared. Additionally, the event not firing on the Note4 appears in the profiler when profiling the PC.

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**Author:** ![Bino](https://avatars.discourse-cdn.com/v4/letter/b/b19c9b/32.png) [@Bino](https://qa.fmod.com/u/Bino)\
**Post date:** [May 6, 2015, 12:44am UTC](https://qa.fmod.com/t/deploying-on-android/11901/6 "2015-05-06T00:44:56Z")

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Solved: [http://i.imgur.com/dySXSr3.png](http://i.imgur.com/dySXSr3.png)

You have to add an FMODAudio object to the blueprint class.  
You cannot select an event from Play Event Attached.

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [June 10, 2016, 12:32am UTC](https://qa.fmod.com/t/deploying-on-android/11901/7 "2016-06-10T00:32:49Z")

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The latest version of our integration should have Android working “out of the box”.

See the Android section in our deployment notes:  
[http://www.fmod.org/documentation/#content/generated/engine\_ue4/deployment.html](http://www.fmod.org/documentation/#content/generated/engine_ue4/deployment.html)

See this Q/A for more info:  
[http://www.fmod.org/questions/question/deployment-for-android-in-ue-4-11](http://www.fmod.org/questions/question/deployment-for-android-in-ue-4-11)
