# UE 4.15 + FMOD unable to build

**URL:** https://qa.fmod.com/t/ue-4-15-fmod-unable-to-build/13133
**Category:** Unreal Engine
**Created:** [April 24, 2017, 8:20pm UTC](https://qa.fmod.com/t/ue-4-15-fmod-unable-to-build/13133 "2017-04-24T20:20:07Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![AlecB](https://avatars.discourse-cdn.com/v4/letter/a/e9a140/32.png) [@AlecB](https://qa.fmod.com/u/AlecB)
#### Post date: [April 24, 2017, 8:20pm UTC](https://qa.fmod.com/t/ue-4-15-fmod-unable-to-build/13133/1 "2017-04-24T20:20:07Z")

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I am trying to test some of the improvements and features in UE 4.15 with FMOD Studio 1.09.04 and the 4.15 FMOD integration.

I have followed the instructions found here: [http://www.fmod.org/documentation/#content/generated/engine\_ue4/getting\_started.html](http://www.fmod.org/documentation/#content/generated/engine_ue4/getting_started.html)

When attempting to build the editor I am getting numerous FMOD errors which fail the build. There are 40 total.

Tests\Unreal\_4.15.0\Engine\Plugins\FMODStudio\Source\FMODStudioOculus\Private\FMODOculusBlueprintStatics.cpp(1): error : Expected FMODOculusBlueprintStatics.h to be first header included.

Tests\Unreal\_4.15.0\Engine\Plugins\FMODStudio\Source\FMODStudioOculus\Private\FMODOculusRoomParameters.cpp(1): error : Expected FMODOculusRoomParameters.h to be first header included

etc.

Launching the editor results in:  
“Plugin ‘FMODStudio’ failed to load because ‘FMODStudioOculus’ could not be found…”

I extracted the plugin files to the Engine\Plugins directory.

I’m likely overlooking something simple, any ideas on a fix?

Thanks,  
Alec

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<div class="post-metadata">

### 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: [April 25, 2017, 2:49am UTC](https://qa.fmod.com/t/ue-4-15-fmod-unable-to-build/13133/2 "2017-04-25T02:49:39Z")

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At the moment having the plugin in the Engine directory will cause this, you can bypass it by using the project directory instead.

We are currently working on a fix for this.
