# Some FMOD Event assets changed on every Editor launch

**URL:** <https://qa.fmod.com/t/some-fmod-event-assets-changed-on-every-editor-launch/22596>\
**Category:** Unreal Engine\
**Tags:** ue5\
**Created:** [February 12, 2025, 9:28pm UTC](https://qa.fmod.com/t/some-fmod-event-assets-changed-on-every-editor-launch/22596 "2025-02-12T21:28:46Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![dquartz](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dquartz/32/4978_2.png) [@dquartz](https://qa.fmod.com/u/dquartz)\
**Post date:** [February 20, 2025, 7:50pm UTC](https://qa.fmod.com/t/some-fmod-event-assets-changed-on-every-editor-launch/22596/3 "2025-02-20T19:50:15Z")

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Thanks @cameron-fmod, reading that documentation gave me the idea to check the initialization order of the FMOD Studio plugin and the first time GameplayCueNotify assets are loaded from disk at startup. I found that the default loading behavior for GameplayCueNotify assets is async, which explains what I was seeing in my debugging. I was able to fix the issue by overriding `ShouldSyncLoadRuntimeObjectLibraries` and `ShouldAsyncLoadRuntimeObjectLibraries` in our project’s `GameplayCueManager` subclass so that when in the Editor, Gameplay Cues are loaded synchronously.

I’m not really sure how the FMOD Studio plugin could account for this, but it seems to be the case that as of UE 5.5.3 the AssetRegistry hook being used to reload banks at startup is not accounting for async loads still in progress.

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_[View the full topic](https://qa.fmod.com/t/some-fmod-event-assets-changed-on-every-editor-launch/22596)._
