# "Objects have the same fully qualified name but different paths"

**URL:** https://qa.fmod.com/t/objects-have-the-same-fully-qualified-name-but-different-paths/18117
**Category:** Unreal Engine
**Created:** [December 20, 2021, 11:07am UTC](https://qa.fmod.com/t/objects-have-the-same-fully-qualified-name-but-different-paths/18117 "2021-12-20T11:07:19Z")
**Posts on this page:** 1
**Showing post:** 7

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### Author: ![threefields](https://avatars.discourse-cdn.com/v4/letter/t/e95f7d/32.png) [@threefields](https://qa.fmod.com/u/threefields)
#### Post date: [January 4, 2022, 12:29pm UTC](https://qa.fmod.com/t/objects-have-the-same-fully-qualified-name-but-different-paths/18117/7 "2022-01-04T12:29:05Z")

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Not sure if this is any help but I ran into this the other day. I deleted the ‘/’ on the end of the ContentBrowserPrefix in DefaultEngine.ini and started seeing the same error.

```auto
[/Script/FMODStudio.FMODSettings]
ContentBrowserPrefix=/Game/FMOD <-- BAD
ContentBrowserPrefix=/Game/FMOD/ <-- GOOD

```

When FFMODAssetBuilder::CreateAsset runs, the replace on the ReverbPackagePath fails silently as it’s looking for ‘/Game/FMODSnapshots’ and just returns the unmodified Outer Path. It then tries to create the reverb asset with the same path as the snapshot asset.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/ace9ad7d3591f58d2c6713a1494ff90a12794c3b.png)

It’s worth checking you projects settings/DefaultEngine.ini to ensure that trailing slash is there.

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_[View the full topic](https://qa.fmod.com/t/objects-have-the-same-fully-qualified-name-but-different-paths/18117)._
