# VisualStudio isnt recognising Fmod

**URL:** <https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110>\
**Category:** Unreal Engine\
**Created:** [September 20, 2024, 1:33pm UTC](https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110 "2024-09-20T13:33:28Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)\
**Post date:** [September 20, 2024, 1:33pm UTC](https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110/1 "2024-09-20T13:33:28Z")

</div>

Hello. Im trying to make a custom BP node in C++ that’s using the Fmod API, but its giving errors for every Fmod header “Canot open source file FMODAudioComponent.h”. I have added “FMODStudio” in MyProject.Build.cs, but that changes noting.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b9a49a33758d88461dc62d8096ec9cdf9be5b308.png)

I followed this tutorial for Fmod integration in to UE5 [https://www.youtube.com/watch?v=w\_cjlfkEnVQ&ab\_channel=EloyDeCort-GameAudio](https://www.youtube.com/watch?v=w_cjlfkEnVQ&ab_channel=EloyDeCort-GameAudio)

---

<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:** [September 23, 2024, 3:02am UTC](https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110/2 "2024-09-23T03:02:12Z")

</div>

Hi,

Please add it to the `PrivateDependencyModulesNames`:

```auto
public class MyProject : ModuleRules
{
	public MyProject(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });

		PrivateDependencyModuleNames.AddRange(new string[] { "FMODStudio" });
    }
}

```

More information about programming in UE with FMOD can be found here: [Unreal Integration | User Guide - Programming Support](https://fmod.com/docs/2.02/unreal/user-guide.html#programming-support)  
Hope this helps!

---

<div class="post-metadata">

**Author:** ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)\
**Post date:** [September 23, 2024, 1:11pm UTC](https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110/3 "2024-09-23T13:11:12Z")

</div>

I did it and regenerated the visual studio project files. And it changed nothing

---

<div class="post-metadata">

**Author:** ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)\
**Post date:** [September 23, 2024, 9:26pm UTC](https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110/4 "2024-09-23T21:26:48Z")

</div>

After more tinkering, I found that the Fmod headers work when I use them in any class I make in C++ Classes folder. Previously I was trying to make this work in a custom BP library plugin. I guess when making custom plugins it doesn’t get the directories from other plugins.

---

<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:** [September 24, 2024, 3:17am UTC](https://qa.fmod.com/t/visualstudio-isnt-recognising-fmod/22110/5 "2024-09-24T03:17:07Z")

</div>

Thanks for sharing the solution
