Error in FMODUnity.EventManager:UpdateCache()

I’ve been able to recreate this error by attaching an FMOD Studio Event Emitter to a game object containing a UI Element, and running the scene with that game object is selected.
Is this true of your case as well? If so, it is part of a known bug that will be fixed in an upcoming release and we have workaround in the meantime.
Otherwise I am going to need some more information, if you could please send stack traces of your other errors that would be a big help!