Hi there,
I’m using UE5.5 with FMOD integration (I’ve tried both 2.02 and 2.03), and I’m encountering an issue where the FMOD plugin fails to load banks during validation inside the Editor — even though everything works fine during gameplay.
I also cannot play FMOD events in the Content Browser. When I place an FMODAmbientSound
actor in the level and select an event from the dropdown menu, the Output Log repeatedly shows:LogFMOD: Warning: ... fmod_objectlookup.h(125) - Lookup failed for EventModel: {216426ef-fae8-4ebc-a8a2-ad3e6efee2de}
The specific problem:
-
When I go to
Help > Validate FMOD
, it pops up an error dialog:“Failed to load banks”
-
However, when I press Play:
- FMOD events play correctly in-game
AnimNotify_FMODPlayEvent
triggers properly- FMOD Studio Live Update connects successfully
- No errors in runtime logs
.bank
files are correctly built and located atContent/FMOD/Desktop
What I’ve confirmed:
Load All Banks
is enabled in Project SettingsBank Output Directory
is set toFMOD
(not/Content/FMOD
).bank
files (Master.bank
,Master.strings.bank
) are present on disk- Events are assigned to banks in FMOD Studio
File > Reload Banks
runs without errors- Project compiles and runs as expected
My question:
Why does Validate FMOD
fail with “Failed to load banks” if everything works fine during runtime?
Is this a bug with the Editor-time validation process?
Is there any workaround to allow the Editor to recognize and use .bank
files for previewing FMOD events, especially inside tools like the Animation Editor or when triggering events from FMODAmbientSound
?
Any help or insight would be greatly appreciated!