I’ve just tried this with a new 4.13 blueprint project and it worked fine here. Things to try are:
1.) Make sure FMOD is set up in the “Additional Non-Asset Directories to Package” - you’ve said you have done this already, but its worth mentioning again for anybody else having issues.
2.) Make sure you have Mobile banks exported from Studio. Keep in mind that FMOD Studio “Build” will only build for the current platform, so you might not be exporting mobile as well as Desktop. Its worth checking in explorer/finder that the directory is where you expect under your game’s content directory.
Alternatively, you can use the FMOD Studio setting “Force Platform Name” to “Desktop” if you want to use one set of banks.
3.) If you aren’t hearing sound, there might be some other problem going on unrelated to banks. Check logcat for errors to see if its failing to load banks, or if there is some other Android sound problem.
4.) A common deployment problem is blueprints that initialize before the plugins load, which won’t be able to find FMOD event references. See the “Loading blueprints before plugin load” section of deployment for info about that problem.