# Fmod studio, UE 4.15 Windows build for VR, events partially lost

**URL:** <https://qa.fmod.com/t/fmod-studio-ue-4-15-windows-build-for-vr-events-partially-lost/13143>\
**Category:** Unreal Engine\
**Created:** [April 28, 2017, 8:43am UTC](https://qa.fmod.com/t/fmod-studio-ue-4-15-windows-build-for-vr-events-partially-lost/13143 "2017-04-28T08:43:42Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![noisecorp](https://avatars.discourse-cdn.com/v4/letter/n/9de053/32.png) [@noisecorp](https://qa.fmod.com/u/noisecorp)\
**Post date:** [April 28, 2017, 8:43am UTC](https://qa.fmod.com/t/fmod-studio-ue-4-15-windows-build-for-vr-events-partially-lost/13143/1 "2017-04-28T08:43:42Z")

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Hi! We are making a multiplayer VR game, trying to make a build now. Seems like half of fmod events don’t work in a build, although they all work just fine in editor! I mean, some sounds are there, and I can not find any pattern in the way events work or not in the build. Deployment settings are okay, and it doesnt depend on replication scheme - some of dropped events are replicated by server, some are played on a client directly.  
Where should I look for a solution?

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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:** [April 30, 2017, 10:59pm UTC](https://qa.fmod.com/t/fmod-studio-ue-4-15-windows-build-for-vr-events-partially-lost/13143/2 "2017-04-30T22:59:55Z")

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This is an issue due to some recent changes made to Unreal’s Pak file system.

We are currently working on a fix, but it does involve some overhauling.

A temporary solution:  
Changing the settings from “Additional Non-Asset Directories to Package” to “Additional Non-Asset Directories to Copy” in Unreal should resolve this by copying the files loose instead of as part of the Pak file.  
[http://www.fmod.org/documentation#content/generated/engine\_ue4/deployment.html](http://www.fmod.org/documentation#content/generated/engine_ue4/deployment.html)

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**Author:** ![noisecorp](https://avatars.discourse-cdn.com/v4/letter/n/9de053/32.png) [@noisecorp](https://qa.fmod.com/u/noisecorp)\
**Post date:** [May 1, 2017, 2:19am UTC](https://qa.fmod.com/t/fmod-studio-ue-4-15-windows-build-for-vr-events-partially-lost/13143/3 "2017-05-01T02:19:55Z")

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> [@](#):
>
> This is an issue due to some recent changes made to Unreal’s Pak file system.
> 
> We are currently working on a fix, but it does involve some overhauling.
> 
> A temporary solution:  
> Changing the settings from “Additional Non-Asset Directories to Package” to “Additional Non-Asset Directories to Copy” in Unreal should resolve this by copying the files loose instead of as part of the Pak file.  
> [http://www.fmod.org/documentation#content/generated/engine\_ue4/deployment.html](http://www.fmod.org/documentation#content/generated/engine_ue4/deployment.html)

We already tried changing that setting and even disabling the Pak file system, but it did not work.

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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:** [May 3, 2017, 3:44am UTC](https://qa.fmod.com/t/fmod-studio-ue-4-15-windows-build-for-vr-events-partially-lost/13143/4 "2017-05-03T03:44:35Z")

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Try enabling verbose logging for FMOD (mentioned in the link below), hopefully it might be able to hightlight what is happening.

[http://www.fmod.org/documentation#content/generated/engine\_ue4/known\_issues.html](http://www.fmod.org/documentation#content/generated/engine_ue4/known_issues.html)
