I’m trying to create an FMOD Audio Component in Runtime, through a Blueprint. Is there any way to do this?
The internal Unreal Engine provided a “Create Sound 2D” function that returned an Audio Component, which could be further manipulated. I’m basically trying to replicate this with fmod components. Any ideas?
In my FMOD/UE4 integration, I have a node called AddFMODAudioComponent that takes in an actor reference and returns an FMOD audio component, which you could then set an event to play inside.