I’m trying to find a way to expose FMOD Audio Component in the detail panel so I can change the audio event per blueprint copy.
Specifically for my case I have a trigger blueprint that detects when the player intersects and plays a specific sound.
Throughout the level I have several of these triggers placed and for each I assigned a different sound in the detail panel. This way I keep reusing the same logic but I’m able to change for each copy what sound it plays.
Originally this was done with the default AudioComponent and Wave files similar to this: https://answers.unrealengine.com/questions/84962/how-to-make-audio-component-editable.html
However after switching to FMOD I can’t seem to replicate the behavior or find another way to expose the FMOD component in the details panel.
From that picture I can see more clearly about what is going on. It just needed one extra word in the UCLASS() macro above UFMODAsset, to UCLASS(BlueprintType).
That will be part of the next release. In the meantime if you are blocked by this and have source you could add that one word yourself and it should start working.
Thanks for pointing out the issue.
- Thank you Geoff, looking forward to the next release then :)
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Thank you Geoff but it doesn’t do what I expected. It still doesn’t expose the FMOD Event in the detail panel so there’s no way to change it per instance.
I can change it in the blueprint but then that even will be applied to all the copies of the blueprint that I added to the scene.
I took a screenshot to explain a bit better what I’m looking for:
This functionality does exist, the name is FMODAudioComponent::SetEvent. You should be able to use this to a new FMOD Event into a component via blueprints.
Unfortunately some of the names are confusing because we deal with FMOD Events but in UE4 “events” are used to trigger callbacks when things happen.
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