Networking with FMOD

Hey Everybody,

Got some issues with FMOD and Unreal Engines Replication System. I’m using UE4.17.

From the Server I call a function called NetPlayFmodEvent:
void NetPlayFmodEvent(FVector Location, UFMODEvent * Event);

this calls
UFMODBlueprintStatics::PlayEventAtLocation(GetWorld(), Event, Location, true);

until this everything should be good.
The only issue I have is that the event doesn’t get played on the clients.
What am I doing wrong?
Also I checked out the UFMODAudioComponent. When I’m trying to set the FMODEvent the engine says something like:
[2017.10.17-23.42.02:662][390]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: FMODEvent /Game/FMOD/Events//Weapons/Revolver_Fire.Revolver_Fire NOT Supported.
Which leaves me to FMODEvents are not supported for replication.

Hope someone can help me with this.

Cheers.

By default, no FMODEvents do not support replication.
UFMODAudioComponents can be replicated but I’m not sure what the warning you mentioned means as I haven’t come across it.

It does look like something we could add to our integration, I will add it to our tracker and we can investigate further.

Epic’s doc’s mention replicating UObject’s in particular here:
https://wiki.unrealengine.com/Replication#Advanced:_Generic_replication_of_Actor_Subobjects

1 Like

Thanks for the reply.
It would be great if that get’s implemented.

Cheers