Fmod studio, UE 4.15 Windows build for VR, events partially lost

Hi! We are making a multiplayer VR game, trying to make a build now. Seems like half of fmod events don’t work in a build, although they all work just fine in editor! I mean, some sounds are there, and I can not find any pattern in the way events work or not in the build. Deployment settings are okay, and it doesnt depend on replication scheme - some of dropped events are replicated by server, some are played on a client directly.
Where should I look for a solution?

This is an issue due to some recent changes made to Unreal’s Pak file system.

We are currently working on a fix, but it does involve some overhauling.

A temporary solution:
Changing the settings from “Additional Non-Asset Directories to Package” to “Additional Non-Asset Directories to Copy” in Unreal should resolve this by copying the files loose instead of as part of the Pak file.
http://www.fmod.org/documentation#content/generated/engine_ue4/deployment.html

We already tried changing that setting and even disabling the Pak file system, but it did not work.

Try enabling verbose logging for FMOD (mentioned in the link below), hopefully it might be able to hightlight what is happening.

http://www.fmod.org/documentation#content/generated/engine_ue4/known_issues.html