Memory data missing in profiling via live update

Dear FMOD Team,

I am experiencing an issue with the FMOD Profiler when using Live Update in Unreal Engine 5.7.4.

When running the Profiler without Live Update (playing events directly in FMOD Studio), all memory-related information is displayed correctly, including Memory Samples, Memory Data, and File I/O. In the Memory Data section, both textual information and graphs are shown as expected.

However, when I enable Live Update and profile the project connected to Unreal Engine, the behavior changes significantly. I do not see any meaningful data in the File I/O section. The Memory Data section still shows textual information, but no graphical data is displayed. Additionally, the Memory Samples graph either remains empty or shows extremely low values (only a few kilobytes), regardless of whether the assets are streamed or fully loaded, and regardless of their compression settings.

Additionally, I have noticed an issue with the table view in the Profiler. When I switch to table mode and attempt to sort columns (for example, by memory usage), the sorting does not appear to work correctly. Clicking on a column does not reliably place the highest values at the top; instead, rows with arbitrary positive values may appear first, while the actual maximum values can be located much further down the list. Is this intended behavior, or am I misunderstanding how the table view sorting is supposed to work?

I am using version 2.03.13 for both FMOD Studio and the Unreal integration. FMOD Studio is running with administrator privileges, and the “Enable Memory Tracking” option is enabled in the Unreal project settings. The Live Update connection itself appears to be stable: I can modify audio in real time and hear changes immediately, and there are no apparent issues with ports or connectivity.

Could you please advise what might be causing this problems, and whether there are any additional settings or steps I should check?