# Working on both Mac and Windows for the same UE4 project

**URL:** <https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315>\
**Category:** Unreal Engine\
**Created:** [October 19, 2020, 12:57am UTC](https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315 "2020-10-19T00:57:24Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![CaioMJ](https://avatars.discourse-cdn.com/v4/letter/c/58f4c7/32.png) [@CaioMJ](https://qa.fmod.com/u/CaioMJ)\
**Post date:** [October 19, 2020, 12:57am UTC](https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315/1 "2020-10-19T00:57:24Z")

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Hello,

Is there a way to go about integrating both the MacOS and Windows FMOD plugin in the same UE4.25 project?

Thanks in advance.

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [October 26, 2020, 11:48pm UTC](https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315/2 "2020-10-26T23:48:33Z")

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Yes! The two integrations actually share many of their code and files, so you should be able to install both just by installing one, then installing the other in the same folder. While installing the second one, your operating system will notify you that some of the files are already present in the destination folder; those files should be identical in both versions, so it doesn’t matter which version you keep.

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**Author:** ![CaioMJ](https://avatars.discourse-cdn.com/v4/letter/c/58f4c7/32.png) [@CaioMJ](https://qa.fmod.com/u/CaioMJ)\
**Post date:** [October 29, 2020, 8:12pm UTC](https://qa.fmod.com/t/working-on-both-mac-and-windows-for-the-same-ue4-project/16315/3 "2020-10-29T20:12:28Z")

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That works, thanks a lot!
