# How does integration work for Unreal group project in Perforce?

**URL:** <https://qa.fmod.com/t/how-does-integration-work-for-unreal-group-project-in-perforce/14337>\
**Category:** Unreal Engine\
**Created:** [January 28, 2019, 9:53pm UTC](https://qa.fmod.com/t/how-does-integration-work-for-unreal-group-project-in-perforce/14337 "2019-01-28T21:53:34Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![PondusEin](https://avatars.discourse-cdn.com/v4/letter/p/d26b3c/32.png) [@PondusEin](https://qa.fmod.com/u/PondusEin)\
**Post date:** [January 28, 2019, 9:53pm UTC](https://qa.fmod.com/t/how-does-integration-work-for-unreal-group-project-in-perforce/14337/1 "2019-01-28T21:53:34Z")

</div>

Hi there!

How does the integration work for Unreal group project? Does everyone have to download the fmod integration plugin or is it enough with only me? Also, is there a way to make the integration a part of perforce workstation?

---

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [January 29, 2019, 12:08am UTC](https://qa.fmod.com/t/how-does-integration-work-for-unreal-group-project-in-perforce/14337/2 "2019-01-29T00:08:20Z")

</div>

Hi Erik,

This depends on how the FMOD Studio integration has been installed.

If the integration was installed in the Unreal Engine 4 installation folder then everyone in the project will need to download and install the exact same version. This won’t be a part of the Perforce workstation.

If the integration was installed in the Unreal Engine 4 project’s root folder (`<projectRoot>/Plugins/FMODStudio`) then the integration will be a part of the project and therefore anyone who syncs latest with the Perforce workstation won’t need to manually install. This will be a part of the Perforce workstation.

Thanks,  
Richard

---

<div class="post-metadata">

**Author:** ![PondusEin](https://avatars.discourse-cdn.com/v4/letter/p/d26b3c/32.png) [@PondusEin](https://qa.fmod.com/u/PondusEin)\
**Post date:** [January 29, 2019, 4:24pm UTC](https://qa.fmod.com/t/how-does-integration-work-for-unreal-group-project-in-perforce/14337/3 "2019-01-29T16:24:22Z")

</div>

Hi Richard!  
It was in fact installed at my local folder, and not on the perforce server!

This ( `<projectRoot>/Plugins/FMODStudio` ) that you speak of: I can’t find the plugins folder in perforce. Do I just create a folder named “plugin”, and place that under ( `<ProjectRoot>/<GameName>/Plugin/FMODStudio`) or is there a specific place I have to install the plugin on?

Cheers!

---

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [January 29, 2019, 11:15pm UTC](https://qa.fmod.com/t/how-does-integration-work-for-unreal-group-project-in-perforce/14337/4 "2019-01-29T23:15:32Z")

</div>

Hi Erik,

That’s correct, you will need to manually create a “Plugins” folder in your project’s root directory and then copy the “FMODStudio” folder from the UE4 integration zip folder. There’s more information in the “install\_notes.txt” text file.

Thanks,  
Richard
