Installation
The plugin must be installed in the project. Do not use the version installed in the engine, because it will need to contain assets and configurations specific to the project.
Step 1: Installation
Two methods are available for installing the plugin: through the Epic Games Launcher or through the Fab plugin. Installation through the Fab plugin is recommended because it is much simpler.
Via the Epic Games Launcher
Note: these folders appear only if the plugin has already been enabled. If they do not appear, you can move directly to the rest of the process.
Via the Fab plugin
Note: the plugin will be added directly to the project.
Step 2: Project Configuration
Step 2 — Add the configuration to the assets to cook
Add the audio assets to the additional assets-to-cook list in Project Settings > Packaging > Additional Asset Directories to Cook.
Without this step, the audio assets used will not be included in the final game package. The project can still be packaged and the system can start, but it will not work as intended.

Note: the folder added in this screenshot is only an example; add the folders that contain your project’s audio assets.
The plugin may be installed in both the engine and the project. In that case, because there are two versions of the same plugin, Unreal Engine uses the one in the project. After copying it into the project, you may remove it from the engine if you wish. In all cases, you must use a version installed in the project, not in the engine.