UE4 Editor crashes on load with "Path does not map to any roots" (MacOS 10.15.7, UE4.23.1, FMOD 2.01.05 for UE4.23 Mac plugin)

Still trying to get FMOD working on my machine after our sound guy added it to the project. It seems to work ok on my Windows machine, and I can see the various folders appearing in the Content Browser, including the /FMOD/Events/Music/Title file that it’s complaining about not being able to find below.

On the Mac, I’m getting the following error in my log and an editor crash on startup:

LogFMOD: FFMODStudioModule startup
LogFMOD:  Lib path = '<project root>/Plugins/FMODStudio/Binaries'
LogFMOD: Loading strings bank: <project root>/Content/FMOD/Desktop/Master.strings.bank
LogFMOD: Constructing asset: /FMOD/Events/Music/Title
LogMac: Error: appError called: Assertion failed:  [File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Misc/PackageName.cpp] [Line: 446] 
LongPackageNameToFilename failed to convert '/FMOD/Events/Music/Title'. Path does not map to any roots.

I’ve tried rebuilding everything from source, clearing out various Intermediate, Binary and Built folders etc. (including deleting the generated FMOD plugin binaries but not the generated ones)

In terms of supporting both Mac and Windows, we downloaded the Windows versions of everything first, then copied across the Mac stuff in /Binaries and /Lib manually. Is there something else platform specific that we missed?

Any help resolving this would be hugely appreciated!

Ok, I managed to track down the error. For some reason on the branch I was testing on my Mac, the following line had been added to DefaultEngine.ini:

ContentBrowserPrefix=/FMOD/ 

This may have been the result of trying to fix other issues we had integrating FMOD into the project but (touch wood!) it seems to be working on both Mac & PC now!