Is it possible to trigger an sustain point cue from a blueprint? Or do I need to do it in C++?

I found something called “Event Instance Trigger Cue” but I’m not sure how it’s supposed to work or if it is meant to do what I’m trying to do?


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Best Answer

The FMOD integration supports two methods of playing sounds: via FMOD audio components, or via the “Instance” blueprint functions.

For sounds that you want to play on an actor, you’d typically use the audio component. But if you wanted a simple “fire and forget” sound effect, you could just create FMOD instances directly in blueprint.

You can trigger cues in Blueprint for both types.

To trigger a cue on a FMOD audio component, you can call the TriggerCue function on the component.

To trigger a cue on a direct FMOD instance, you can call the EventInstanceTriggerCue function on an instance handle.

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