# Unreal engine and renaming audio events

**URL:** <https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396>\
**Category:** Unreal Engine\
**Created:** [March 22, 2024, 8:09am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396 "2024-03-22T08:09:00Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![trjaudio](https://avatars.discourse-cdn.com/v4/letter/t/ea666f/32.png) [@trjaudio](https://qa.fmod.com/u/trjaudio)\
**Post date:** [March 22, 2024, 8:09am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/1 "2024-03-22T08:09:00Z")

</div>

When using FMOD+UE5:  
If have an fmod event hooked up to UE5 in blueprints, and then change the name of the fmod event, inside fmod, and build banks, the blueprints that reference the audio event, lose all references (since it has been renamed).  
Is there a way to fix this? A setting somewhere or something?

Thanks

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [March 25, 2024, 3:02am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/2 "2024-03-25T03:02:04Z")

</div>

Hi,

Unfortunately, you’ll need to update the references manually. There is a task to fix this, and I’ve noted your interest.

Once there are updates I will update the forum.

---

<div class="post-metadata">

**Author:** ![trjaudio](https://avatars.discourse-cdn.com/v4/letter/t/ea666f/32.png) [@trjaudio](https://qa.fmod.com/u/trjaudio)\
**Post date:** [March 25, 2024, 7:41am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/3 "2024-03-25T07:41:39Z")

</div>

Ok. Great to know that you are looking into it.  
Thanks

---

<div class="post-metadata">

**Author:** ![bozeke](https://avatars.discourse-cdn.com/v4/letter/b/3be4f8/32.png) [@bozeke](https://qa.fmod.com/u/bozeke)\
**Post date:** [December 19, 2025, 6:30pm UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/4 "2025-12-19T18:30:10Z")

</div>

Just another request for this. It would be a huge time saver, and allow for cleaning up names of events without having to do a ton of manual work on the Unreal side.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [December 22, 2025, 12:47am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/5 "2025-12-22T00:47:00Z")

</div>

Hi,

I have noted your interest.

Thank you

---

<div class="post-metadata">

**Author:** ![brunomend](https://avatars.discourse-cdn.com/v4/letter/b/7993a0/32.png) [@brunomend](https://qa.fmod.com/u/brunomend)\
**Post date:** [January 29, 2026, 1:03am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/6 "2026-01-29T01:03:57Z")

</div>

Let me add one more to the list of people that would love this feature. Changing project structure is so much more painful in Unreal than it is in Unity because of that.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 2, 2026, 12:10am UTC](https://qa.fmod.com/t/unreal-engine-and-renaming-audio-events/21396/7 "2026-02-02T00:10:01Z")

</div>

Thank you, added your interest
