# 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:** 5

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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:** [March 14, 2025, 5:45am UTC](https://qa.fmod.com/t/some-fmod-event-assets-changed-on-every-editor-launch/22596/5 "2025-03-14T05:45:16Z")

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We have a temporary workaround for this issue while we investigate a solution:

> [@UE 5.5 project crashes on second launch](https://qa.fmod.com/t/ue-5-5-project-crashes-on-second-launch/22408/14):
>
> We have a workaround for now, in FMODAssetBuilder.cpp add a call to FlushAsynLoading() in the ProcessBanks() function before everything else: void FFMODAssetBuilder::ProcessBanks() { FlushAsyncLoading(); ... } We are continuing to investigate the best solution for our integration.

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