# UE4.25 Dedicated Server binary crashing after integrating basic FMOD events?

**URL:** https://qa.fmod.com/t/ue4-25-dedicated-server-binary-crashing-after-integrating-basic-fmod-events/16572
**Category:** Unreal Engine
**Created:** [December 18, 2020, 10:24pm UTC](https://qa.fmod.com/t/ue4-25-dedicated-server-binary-crashing-after-integrating-basic-fmod-events/16572 "2020-12-18T22:24:22Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![perezd](https://avatars.discourse-cdn.com/v4/letter/p/4bbf92/32.png) [@perezd](https://qa.fmod.com/u/perezd)
#### Post date: [December 18, 2020, 10:24pm UTC](https://qa.fmod.com/t/ue4-25-dedicated-server-binary-crashing-after-integrating-basic-fmod-events/16572/1 "2020-12-18T22:24:22Z")

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Howdy, I’m attempting to debug a server crash of my dedicated server binary…it seems to only fail in my PlayFab server container (restricted windows env), I looks like maybe a DLL error but not sure…I can see all the DLLs referenced in my package that is being deployed, and ListDlls says they should all be accessible I believe…OTOH, I’m wondering if the mistake is more basic…We’re using FMOD for sound events, and I wonder, do I need to guard triggering sound events to be remote only w/ a has authority switch in a dedicated server env?

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/da3990e8f39a1292d63d074ace9b8dbd5060d01d.png)

EDIT: For additional context, this binary on PlayFab runs in a paired down “Windows Server Core” OS.

Additional Log context (on startup):

```
[2020.12.19-00.35.44:894][0]LogFMOD: FFMODStudioModule startup
[2020.12.19-00.35.44:894][0]LogFMOD: Lib path = '../../../PROJECT/Plugins/FMODStudio/Binaries'
[2020.12.19-00.35.44:894][0]LogFMOD: FFMODStudioModule::LoadDll: Loading ../../../PROJECT/Plugins/FMODStudio/Binaries/Win64/fmodL.dll
[2020.12.19-00.35.44:902][0]LogWindows: Failed to load '../../../PROJECT/Plugins/FMODStudio/Binaries/Win64/fmodL.dll' (GetLastError=126)
[2020.12.19-00.35.44:904][0]LogWindows: Missing import: MSACM32.dll
[2020.12.19-00.35.44:904][0]LogWindows: Looked in: ../../../PROJECT/Binaries/Win64
[2020.12.19-00.35.44:904][0]LogWindows: Looked in: C:\Assets\PROJECT\Binaries\Win64
[2020.12.19-00.35.44:904][0]LogFMOD: Error: Failed to load FMOD DLL '../../../PROJECT/Plugins/FMODStudio/Binaries/Win64/fmodL.dll', FMOD sounds will not play!
[2020.12.19-00.35.44:905][0]LogFMOD: FFMODStudioModule::LoadDll: Loading ../../../PROJECT/Plugins/FMODStudio/Binaries/Win64/fmodstudioL.dll
[2020.12.19-00.35.44:917][0]LogWindows: Failed to preload 'C:/Assets/PROJECT/Binaries/Win64/fmodL.dll' (GetLastError=126)
[2020.12.19-00.35.44:918][0]LogWindows: Missing import: MSACM32.dll
[2020.12.19-00.35.44:918][0]LogWindows: Looked in: ../../../PROJECT/Binaries/Win64
[2020.12.19-00.35.44:918][0]LogWindows: Looked in: C:\Assets\PROJECT\Binaries\Win64
[2020.12.19-00.35.44:926][0]LogWindows: Failed to load '../../../PROJECT/Plugins/FMODStudio/Binaries/Win64/fmodstudioL.dll' (GetLastError=126)
[2020.12.19-00.35.44:928][0]LogWindows: Missing import: fmodL.dll
[2020.12.19-00.35.44:928][0]LogWindows: Looked in: ../../../PROJECT/Binaries/Win64
[2020.12.19-00.35.44:928][0]LogWindows: Looked in: C:\Assets\PROJECT\Binaries\Win64
[2020.12.19-00.35.44:928][0]LogFMOD: Error: Failed to load FMOD DLL '../../../PROJECT/Plugins/FMODStudio/Binaries/Win64/fmodstudioL.dll', FMOD sounds will not play!

```

I can see the DLLs in my server package though 😕

---

<div class="post-metadata">

### Author: ![perezd](https://avatars.discourse-cdn.com/v4/letter/p/4bbf92/32.png) [@perezd](https://qa.fmod.com/u/perezd)
#### Post date: [December 19, 2020, 1:41am UTC](https://qa.fmod.com/t/ue4-25-dedicated-server-binary-crashing-after-integrating-basic-fmod-events/16572/2 "2020-12-19T01:41:37Z")

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I figured it out, its staring me right in the face. MSACM32.dll isn’t available on Window Server Core, so I need to provide this as part of my deployment, that fixed it. Hope this helps someone else!
