UE5+Perforce+FMod

Hi, My team is working on a UE5 project with Perforce as our version control.

In our team there is 1 sound designer that will use FMod Studio to manage the sound in the game.

We recently also implemented FMod into this project and have a few questions:

  1. Where does the FMod plugin’s sound outputs to? Usually in UE there is a hierarchy of assets like SoundClasses, Submix, Modulation, etc… Does it have it’s own SoundClass I can route?
  2. We’re not sure if we installed everything correctly, as we found guides for integrating FMod in UE and for integrating FMod with Perforce, but not as one system for working as a team in the same UE project. Anyone have a good tutorial for this setup? I believe currently the audio files are not passing correctly to other team members.
  3. Every time any of the other team members are opening the UE project it automatically checks out some of the assets from the FMod Studio project, and sometimes even asks to delete those assets. Why is this happening?