# UE4.15 PS4 event errors...

**URL:** <https://qa.fmod.com/t/ue4-15-ps4-event-errors/13353>\
**Category:** Unreal Engine\
**Created:** [August 10, 2017, 5:00pm UTC](https://qa.fmod.com/t/ue4-15-ps4-event-errors/13353 "2017-08-10T17:00:15Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Ste\_C](https://avatars.discourse-cdn.com/v4/letter/s/f07891/32.png) [@Ste\_C](https://qa.fmod.com/u/Ste_C)\
**Post date:** [August 10, 2017, 5:00pm UTC](https://qa.fmod.com/t/ue4-15-ps4-event-errors/13353/1 "2017-08-10T17:00:15Z")

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Hi, we are getting the following error(s) on our latest PS4 build …errors that don’t happen on (100% working) PC build:

‘Compiled in export /Game/FMOD/Events/UI/PressX/PressX not found; it was never registered.’

…that is just an example of one event (of well over 200) that is assigned to one single MasterBank.  
If I unassign that one event from the bank and rebuild, the next referenced event just flags up same error - the error seems to suggest it’s looking for a subfolder of same name as the event, that doesn’t actually exist.  
If all events unassigned, we get same errors on Snapshots & VCA’s !  
We have had PS4 working on older FmodStudio (1.08.x) …it maybe a path reference thing with latest PS4 integration?  
PS4 + Desktop project is exactly the same - except output compression settings.

(using UE4.15 + Fmod 1.09.05, PS4 atrac9 v3.0)

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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:** [August 10, 2017, 11:33pm UTC](https://qa.fmod.com/t/ue4-15-ps4-event-errors/13353/2 "2017-08-10T23:33:04Z")

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I have seen this before when the blueprints are being loaded before the FMOD plugin, see the steps on the deployment page “[Loading blueprints before plugin load](http://www.fmod.org/documentation/#content/generated/engine_ue4/deployment.html)”.
