# UE4 Nintendo Switch: Issues with Loading Banks

**URL:** https://qa.fmod.com/t/ue4-nintendo-switch-issues-with-loading-banks/15251
**Category:** Unreal Engine
**Created:** [November 26, 2019, 5:13am UTC](https://qa.fmod.com/t/ue4-nintendo-switch-issues-with-loading-banks/15251 "2019-11-26T05:13:36Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![wwMaxwellG](https://avatars.discourse-cdn.com/v4/letter/w/3da27b/32.png) [@wwMaxwellG](https://qa.fmod.com/u/wwMaxwellG)
#### Post date: [November 26, 2019, 5:13am UTC](https://qa.fmod.com/t/ue4-nintendo-switch-issues-with-loading-banks/15251/1 "2019-11-26T05:13:36Z")

</div>

Hey,

On any UE4 Nintendo Switch Build, when calling FMOD::Studio::System’s “loadBankFile” it fails.  
This is only on switch, but not on other platforms.

as an example, these are the paths used when calling loadBankFile; to load the master bank.

[PS4] `/app0/projname/content/FMOD/Desktop/Master.bank"` - Works  
[PC & XBONE] `FPaths::ProjectContentDir() + "FMOD/Desktop/Master.bank"` - Works

but when attempting to use the Switch’s Mount name for the bank path:  
[Switch] `"rom:/Projname/Content/FMOD/Desktop/Master.bank"` - Doesnt Work

using this path causes a low level crash on OpenFile within UE4/Switch. The Log outputs this aswell when the crash occurs:

```
FS_ACCESS: { start: 328951377, end: 328951377, result: 0x0035F202, handle: 0x0000000000000000, priority: Normal, function: "OpenFile", path: "cache:/ ___UE4_Short___ /ShortRegistry.bin", open_mode: 0x1 }
******FS ERROR INFORMATION******
Error: Error occurred at OpenFile().
nn::fs::ResultNotMounted: Error: Specified mount name is not found.
Abort: 'nn::Result::IsSuccess()' in OpenFile() at pid=167, tid=4752(GameThread)
D:\home\teamcity\work\sdk\Programs\Chris\Sources\Libraries\fs\fsa\fs_UserFileSystem.cpp(148)
Failed: nnFsResult
  Module: 2
  Description: 6905
  InnerValue: 0x0035f202

```

Is there a specific path we need to pass in to this function for this to work on switch?

Regards,  
Maxwell G

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<div class="post-metadata">

### Author: ![wwMaxwellG](https://avatars.discourse-cdn.com/v4/letter/w/3da27b/32.png) [@wwMaxwellG](https://qa.fmod.com/u/wwMaxwellG)
#### Post date: [November 29, 2019, 1:52am UTC](https://qa.fmod.com/t/ue4-nintendo-switch-issues-with-loading-banks/15251/2 "2019-11-29T01:52:49Z")

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This is no longer an issue, The way I was constructing the paths for switch was incorrect.

If it helps, You need to use “GetSwitchPathManager().ConvertToSwitchPath()” on UE4 to get the correct mounting name prefix for the path.

Thanks!
