UE 4.24 - Sync files / deleted FMOD events still in UE FMOD content folder

I was setting up the integration of and testing FMOD for a UE project and I ran into the case where I had deleted an event from FMOD, saved and built it, but the event is still shown in the UE FMOD folder. Is there any way for the events files to sync between UE and FMOD, or do I have to manually delete the events from the UE FMOD folder?

Hi gamerrc

Thanks for reporting this. I’ve been able to reproduce this issue internally and I’ve created an issue in our issue tracker for it to be addressed in a future release.

Cheers

Hi, Has there been any news about this? I am having the same issue.

This issue was addressed in 2.01.04.
Which version of the Unreal Integration are you using?
Can you elaborate on your issue specifically?
Are you seeing any errors/warnings in the UE console?

UE5 5.4.2
FMOD Studio Integration 2.03.03

I create event test in fmod, then I duplicate that into test_2D and test_3D and I see them in UE content browser. Then I delete the original test event (not the audio file associated to it) and build banks. But I still see all three events in the UE content browser and they all play a sound. If I right click ‘show in explorer’ I can see the .uasset file for each of the three.

No Errors in the console.

On the other hand, if I delete an event completely with its associated audio file, so without creating a duplicate, that disappears in UE.

After removing an event and rebuilding the banks, if you have linked the FMOD Studio Project to your UE Project, you should see a popup asking to remove the assets:

The bank watcher is on a timer so it may take a couple of seconds for it to pick it up, otherwise you can go to ‘File > Reload Banks’ which will force it to check the banks for any updates.

Whether the assets in Studio are removed should not impact the existence of the event, is it possible that when you are building the banks you are only building for a different platform? UE will look for ‘Desktop’ when playing in editor.
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Double check that the integration has been setup correctly, just in case something isn’t right: setting up your project.