19 November 2025
Hello. Using UE 5.6 and FMOD FMOD Studio 2.03.09, on Apple computer (macOS 15)
Has anyone experienced issues when swapping out, wholesale, the entire FMOD folder (containing all Build data), for another FMOD folder.
For example, (1) create both a UE project and FMOD project and link them regularly. (2) Build some FMOD assets and instantiate them in the game. (3) Then, replace the FMOD folder (containing all Build data) and with another FMOD folder (containing all Build data).
After doing this, the link between the FMOD project and the UE project is broken; choosing File > Build in FMOD does not update the assets in UE. I do not even see the little UE pop-up window, which normally appears during the FMOD build process.
Context:
My students will each build their own FMOD project using all of the same Event and RTPC NAMES. Then, I’d like them to take a video game level that I’ve built already containing references to FMOD assets. And then, they would replace the FMOD folder (containing all Build data) with their own folder.
However, it seems, by replacing the FMOD folder (containing all Build data), the link between the FMOD project and the UE project is broken
Please advise
20 November 2025
Here’s some additional information.
After replacing the FMOD folder (containing all Build data), I also verify all file paths are correctly set in both FMOD and UE; that is to say, the new FMOD folder (containing all Build data) is related to a specific FMOD (DAW) project on my computer.
Here is a strange example: After completing the step of swapping out the FMOD folder (containing all Build data), I can get my Music Event to play, but NOT, say, my character sound Events (e.g., foot steps).
NOTE: The Music Event is dropped into the level editor of UE; it is not added as a Component to some Blueprint
NOTE: Character Events, like footsteps, are attached to Animation Blueprints, as Notifies. I’ve also taken the step of completely deleting all Notifies and re-doing them.
The Music Event still plays fine; but anything in a Blueprint seems to have been disconnected.
And, clicking on File > Build in FMOD still has no effect in UE - the link between the FMOD app and UE is not functioning.
NOTE: I have run some basic tests starting up projects from scratch: Build does work. I have the correct FMOD-to-UE integration. So, the fundamentals are working…the issue concerns the removal, or swapping, of the FMOD folder (containing all Build data).
Help. Thank you
20 November 2025
Another test just completed, successfully (Working solution)
Instead of swapping one FMOD folder (containing all Build data) for another, starting from Scratch with FMOD seems to work.
In other words, you can completely delete the current FMOD folder (containing all Build data). Then, launch a new FMOD (DAW) project, and verify all file paths are set correctly. In this case, File > Build is working, once again.
This is a fine solution, especially because the students will be starting from scratch, anyway.
However, I would still like to know why swapping out one FMOD folder (containing all Build data) for another complete FMOD folder doesn’t work; by “complete”, I mean the new FMOD folder contains all of the same FMOD Events and RTPC. The only difference are the audio files being used.