# I have trouble with Unreal Version4.16.1 usign FMOD Studio

**URL:** <https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236>\
**Category:** Unreal Engine\
**Created:** [June 16, 2017, 9:49am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236 "2017-06-16T09:49:06Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![kswna](https://avatars.discourse-cdn.com/v4/letter/k/b5a626/32.png) [@kswna](https://qa.fmod.com/u/kswna)\
**Post date:** [June 16, 2017, 9:49am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/1 "2017-06-16T09:49:06Z")

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Hello Guys

Do you guys use Unreal Version 4.16.1?  
I tried to install FMOD plugins to my Unreal Project a million times  
but Unreal said Fmod files missing or different version  
I checked version of FMOD Studio(1.09.05) and plug ins.  
Everything is newst version I think

Please help me

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**Author:** ![Leedo](https://avatars.discourse-cdn.com/v4/letter/l/71e660/32.png) [@Leedo](https://qa.fmod.com/u/Leedo)\
**Post date:** [June 17, 2017, 7:59pm UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/2 "2017-06-17T19:59:20Z")

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Same problem … think there is something wrong in site cos it says “10905UE **4.15** win64” and supposed to be UE 4.16.

Hope they fix it…

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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:** [June 18, 2017, 10:41pm UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/3 "2017-06-18T22:41:40Z")

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At the moment, to use the FMOD Integration with UE4.16 it needs to be recompiled in Visual Studio. Steps can be found at the bottom of [Getting Started](http://www.fmod.org/documentation/#content/generated/engine_ue4/getting_started.html).

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**Author:** ![MrTim](https://avatars.discourse-cdn.com/v4/letter/m/9de053/32.png) [@MrTim](https://qa.fmod.com/u/MrTim)\
**Post date:** [June 19, 2017, 1:34am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/4 "2017-06-19T01:34:58Z")

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> [@](#):
>
> At the moment, to use the FMOD Integration with UE4.16 it needs to be recompiled in Visual Studio. Steps can be found at the bottom of [Getting Started](http://www.fmod.org/documentation/#content/generated/engine_ue4/getting_started.html).

This totally works. Cheers Cam.

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**Author:** ![cj.allen321](https://avatars.discourse-cdn.com/v4/letter/c/eb8c5e/32.png) [@cj.allen321](https://qa.fmod.com/u/cj.allen321)\
**Post date:** [June 21, 2017, 10:59am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/5 "2017-06-21T10:59:21Z")

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Thank you!

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**Author:** ![TornadoTwins](https://avatars.discourse-cdn.com/v4/letter/t/cc9497/32.png) [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Post date:** [June 19, 2017, 11:21pm UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/6 "2017-06-19T23:21:29Z")

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Here to help:

Here’s a quick video that shows you how to use the 4.15 source and compile it for your 4.16 games. It’s not hard to do:

[https://www.dropbox.com/s/sztuzs30xghy41g/Ue4-FMOD-CompileFromSource.mp4?dl=0](https://www.dropbox.com/s/sztuzs30xghy41g/Ue4-FMOD-CompileFromSource.mp4?dl=0)

Enjoy!

-TornadoTwins

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**Author:** ![kswna](https://avatars.discourse-cdn.com/v4/letter/k/b5a626/32.png) [@kswna](https://qa.fmod.com/u/kswna)\
**Post date:** [June 28, 2017, 5:26am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/7 "2017-06-28T05:26:23Z")

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> [@](#):
>
> Here to help:
> 
> Here’s a quick video that shows you how to use the 4.15 source and compile it for your 4.16 games. It’s not hard to do:
> 
> [Dropbox - Ue4-FMOD-CompileFromSource.mp4 - Simplify your life](https://www.dropbox.com/s/sztuzs30xghy41g/Ue4-FMOD-CompileFromSource.mp4?dl=0)
> 
> Enjoy!
> 
> -TornadoTwins

It’s easy to follow up. Tnx!

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<div class="post-metadata">

**Author:** ![kswna](https://avatars.discourse-cdn.com/v4/letter/k/b5a626/32.png) [@kswna](https://qa.fmod.com/u/kswna)\
**Post date:** [June 28, 2017, 5:26am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/8 "2017-06-28T05:26:52Z")

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But not working til now… T.T…

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<div class="post-metadata">

**Author:** ![TornadoTwins](https://avatars.discourse-cdn.com/v4/letter/t/cc9497/32.png) [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Post date:** [June 28, 2017, 4:28pm UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/9 "2017-06-28T16:28:41Z")

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Glad to help!

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**Author:** ![cj.allen321](https://avatars.discourse-cdn.com/v4/letter/c/eb8c5e/32.png) [@cj.allen321](https://qa.fmod.com/u/cj.allen321)\
**Post date:** [June 21, 2017, 10:59am UTC](https://qa.fmod.com/t/i-have-trouble-with-unreal-version4-16-1-usign-fmod-studio/13236/10 "2017-06-21T10:59:07Z")

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From the other thread, asking the same question Cameron Baron pointed out this (from the Getting Started info):

> Compiling the plugin (Optional)
> 
> If you want to recompile the plugin, you can drop the plugin into a  
> code project under your game’s Plugins/FMODStudio directory, then  
> re-generate the project. This might be useful if you want to use the  
> plugin with a different version of the engine, such as a new  
> pre-release of UE4. You can also do this if you want to get the plugin  
> from github.
> 
> To recompile the plugin after downloading it from FMOD, do the  
> following:
> 
> Delete the FMODStudio/Intermediate directory.
> 
> FMODStudio/Binaries/Platform/UE4\*.\* files. Leave the fmod libraries in  
> the binaries directory!
> 
> Create a new code project using UE4.
> 
> Copy the plugin into YourGame/Plugins/FMODStudio.
> 
> Regenerate the game’s solution or xcode project.
> 
> Build the game for “Development Editor”.
> 
> Build the game for whatever other configurations you need.

This worked, combined with having initially clicked Play in Xcode (Build?) and allowing the process to complete, which is a more substantial build that I later discovered is required so I also ran Product \> Build For \> Profiling as well.

I then had FMOD running in 4.16!

Hope this helps someone.
