# Packaged Builds keep loosing Events

**URL:** <https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666>\
**Category:** Unreal Engine\
**Created:** [November 17, 2025, 6:33pm UTC](https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666 "2025-11-17T18:33:00Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![bobbyem](https://avatars.discourse-cdn.com/v4/letter/b/67e7ee/32.png) [@bobbyem](https://qa.fmod.com/u/bobbyem)\
**Post date:** [November 17, 2025, 6:33pm UTC](https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666/1 "2025-11-17T18:33:00Z")

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I have been having some really annoying issues lately and I don’t know how to solve it. For some reason when I package my game certain events get dropped. They work fine in editor but when I play the packaged build they don´t play and if log them they return as not valid.

I’ve tried validating the FMOD content and dubbelchecking the settings in the project settings but I can’t track down the source of the issue.

I tried duplicating one of these events in FMOD and selecting that instead in UE and that worked but I can’t keep doing such a work around since this problem keeps popping up.

I thought that maybe it was having Studio set to live preview that created some issues with the builds so I stopped using that but it seems it didn’t help.

![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/7d0af90b46607800d6c549389167f84b7bf0d2dc.png)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bd54825e515a3ba1f19d269e678e4c1a48d1e95b.png)

I would really appreciate help on this 🥲

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [November 19, 2025, 2:55am UTC](https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666/2 "2025-11-19T02:55:40Z")

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Hi,

Can I grab some more info from you? Specifically:

- The versions of FMOD Studio, Unreal, and the FMOD for Unreal plugin that you’re using
- Whether or not you’re using any source control for your UE project that interacts with the built banks
- A screenshot of your banks in the packaged build’s directories, which by default should be `./{game_name}/Content/FMOD/{platform_name}/`
- Set FMOD for Unreal’s [logging level](https://www.fmod.com/docs/2.02/unreal/settings.html#logging-level) to `LEVEL_LOG`, and share a log from the packaged build where the issue occurs, as well as any relevant FMOD logs from editor

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<div class="post-metadata">

**Author:** ![bobbyem](https://avatars.discourse-cdn.com/v4/letter/b/67e7ee/32.png) [@bobbyem](https://qa.fmod.com/u/bobbyem)\
**Post date:** [November 19, 2025, 8:43am UTC](https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666/3 "2025-11-19T08:43:53Z")

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Hi!

Thanks for responding. I am running Unreal Engine 5.5 and FMOD studio 2.03.06. I am using Git as version control.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bab1e1a5d001e8a9064cbd8c2750255fb9563a13.png)

I set the Log level and i tried looking for the event in the output when packaging and I found this line:

[2025.11.19-08.39.33:142][59]UATHelper: Packaging (Windows): LogStreaming: Display: ImportPackages: SkipPackage: /Game/Developers/Bobby/Collections/BLUEPRINTS/PLAYER\_CHARACTER/BP\_PLAYER\_CHARACTER\_CONTROLLER (0xB717CC85D205C728) /Game/Developers/Bobby/Collections/BLUEPRINTS/PLAYER\_CHARACTER/BP\_PLAYER\_CHARACTER\_CONTROLLER (0xB717CC85D205C728) - Skipping non mounted imported package /Game/FMOD/Events/MUSIC/MUSIC\_INTRO\_THEME (0xA740E9F980D4EB74)

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<div class="post-metadata">

**Author:** ![bobbyem](https://avatars.discourse-cdn.com/v4/letter/b/67e7ee/32.png) [@bobbyem](https://qa.fmod.com/u/bobbyem)\
**Post date:** [November 24, 2025, 10:32am UTC](https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666/4 "2025-11-24T10:32:29Z")

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Could you take a look? 🙂

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<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [November 26, 2025, 2:44am UTC](https://qa.fmod.com/t/packaged-builds-keep-loosing-events/23666/5 "2025-11-26T02:44:30Z")

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Apologies for the delayed response!

> [@bobbyem](#):
>
> ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bab1e1a5d001e8a9064cbd8c2750255fb9563a13.png)

Is the size of these banks from the build different from the bank files found in your UE project’s content folder?

> [@bobbyem](#):
>
> I set the Log level and i tried looking for the event in the output when packaging and I found this line:

Could I also get a log from the actual build at runtime?

Regarding source control, can I get you to confirm that you’ve excluded the necessary files, as noted in [the Source Control section of our Unreal docs](https://www.fmod.com/docs/2.03/unreal/user-guide.html#source-control)? Additionally, is your FMOD Studio project being managed as part of your Git repo? If so, have you followed [the steps noted in our docs on what to exclude](https://www.fmod.com/docs/2.03/studio/using-source-control.html#adding-your-project-to-a-repository)? Specifically that:

> It is possible to add a project to a repository by using an external tool such as P4V, Helix, Helix Core, or tortoiseSVN. If you do this, it is important to exclude the following files from the repository:
> 
> - The FMOD Studio project’s folders “.user”, “.cache”, and “.unsaved” subdirectories, if present. These folders are only created as needed, and so are not present in all FMOD Studio projects. They may also be hidden from view, depending on the operating system’s settings.
> - The FMOD Studio project’s built bank files if it is decided not to include them. The banks can be built locally after acquiring a local project.
> - The FMOD Studio project’s assets if it is decided not to include them. The assets must be present in a location known to the FMOD Studio project in order to be used, such as a separate folder.
