<p>If you are experiencing an issue with the integration and none of the topics below help, visit to our <ahref="https://qa.fmod.com/c/ue4">Q&A Forum</a>.</p>
<p>If you have modified the project output format in your FMOD Studio project, you will need to update your Unreal project settings to match. <br/>
This can be found under "Edit > Project Settings > FMOD Studio > Output Format". Keep in mind that this must match the Studio project settings in order for the mix to behave correctly.</p>
<p>The inbuilt Unreal asset serialization stores asset by full path, not by GUID. This means that if you rename events or folders in the Studio Tool, then any references in Unreal levels will be lost. For now the only workaround is to avoid renaming events or folders once you have started using them in levels.</p>
<p>If Live Update is enabled and the FMOD Studio will error when it fails to open the required network port. If this is a problem, then Live Update can be disabled in the Project Settings window.</p>
<p>Packaging a blueprint only project containing FMOD for Unreal will result in an error:</p>
<divclass="highlight language-text"><pre><span></span>"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
</pre></div>
<p>The only way to work around this is to add a blank code class to the project and build the resulting solution before packaging again.<br/>
This is mentioned by Epic on their forum: <ahref="https://answers.unrealengine.com/questions/72781/unable-to-run-community-plugins-when-packaged.html">Unable to run plugins when packaged</a>.</p>
<p>FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an <ahref="https://docs.unrealengine.com/4.27/en-US/API/Runtime/Slate/Framework/Application/FSlateApplication/OnApplicationAct-_2/">OnApplicationActivationStateChanged</a> callback and write code to mute the FMOD master bus. Here is an example :</p>
<h2id="endplay-with-play-in-editor"><ahref="#endplay-with-play-in-editor">9.9 EndPlay with Play-In-Editor</a></h2>
<p>Normally cleaning up in <code>EndPlay()</code> is valid and safe to do for your game, but during Play-In-Editor <code>EndPlay</code> doesn't get triggered until after the FMODStudio Module has already been shutdown. This isn't such an issue with <ahref="https://fmod.com/docs/2.02/api/studio-api.html">Studio API</a>, as when the System gets released it cleans up all of it's managed handles. The issue is when using the <ahref="https://fmod.com/docs/2.02/api/core-api.html">Core API</a> because you need to manage it's objects yourself.</p>
<p>We have a delegate that you can hook into, which will fire off a function before the FMOD System has been shutdown. You can access the delegate using <ahref=""><code>IFMODStudioModule::Get().PreEndPIEEvent()</code></a>.</p>