# UE4 Packaged Build: Fmod is being initialized too late

**URL:** <https://qa.fmod.com/t/ue4-packaged-build-fmod-is-being-initialized-too-late/13774>\
**Category:** Unreal Engine\
**Created:** [March 21, 2018, 12:45pm UTC](https://qa.fmod.com/t/ue4-packaged-build-fmod-is-being-initialized-too-late/13774 "2018-03-21T12:45:30Z")\
**Posts on this page:** 1\
**Showing post:** 6

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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:** [March 25, 2018, 11:46pm UTC](https://qa.fmod.com/t/ue4-packaged-build-fmod-is-being-initialized-too-late/13774/6 "2018-03-25T23:46:00Z")

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> [@](#):
>
> I have the same issue. I load the some events in a C++ class. This used to work:
> 
> UFootstepSoundComponent::UFootstepSoundComponent()  
> {  
> PrimaryComponentTick.bCanEverTick = false;
> 
> ```
> IFMODStudioModule::Get();
> static ConstructorHelpers::FObjectFinder<UFMODEvent> FootstepEventAsset(
> TEXT("/Game/FMOD/Events/Characters/Footsteps/Footsteps"));
> ...
> 
> ```
> 
> }
> 
> However, since updating to 4.18 it crashes in packaged builds. If I do as was suggested by other users and move the IFMODStudioModule::Get() call out of this class and into the InitGame() function of my GameModeBase, it doesn’t crash, but it doesn’t find my events either. According to the log, the events are created after the constructor is of the class in question tries to find the events.  
> Everything works fine in the editor. (Both, the editor and the game’s project, are built using the “DebugGame Editor” configuration by the way.)
> 
> I looked into this some more. As it turns out, InitGame() is called rather late (after the constructor of the UFootstepSoundComponent class). With that in mind it makes sense that the game doesn’t find the events. However, actually ensuring that the fmod plugin is loaded before that like I did in the code above, crashes the game now.

It appears the crash is caused by a change made to the IFMODStudioModule::Get() function, this change will be reverted in the next release.

Our Github repository has been updated with this change: [GitHub - fmod/fmod-for-unreal: FMOD Studio integration with Unreal.](https://github.com/fmod/ue4integration)

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_[View the full topic](https://qa.fmod.com/t/ue4-packaged-build-fmod-is-being-initialized-too-late/13774)._
