Hi we are running across the same issue…
Currently our team is running UE5.5 & FMOD 2.03.11.
Our workaround for now is to ‘Play Event Attached’ without a bone ‘Attach Point Name‘ in Editor.
This way we force the Event to play in 2D in editor but when playing in engine it will use the bone name.
Hopefully it will get fixed in the future!
Hey all,
This is a known issue, caused by the fact that when bFollow is enabled, event playback occurs through UFMODBlueprintStatics::PlayEventAttached → UFMODAudioComponent::Play(). This only plays events using the EFMODSystemContext::Runtime system, which doesn’t exist outside of runtime/PIE, which is why the event doesn’t play.
For now, simple workaround you can try is to change the playback context while in the editor in UFMODAudioComponent::Play() - for example:
void UFMODAudioComponent::Play()
{
#if WITH_EDITOR
PlayInternal(EFMODSystemContext::Auditioning);
#else
PlayInternal(EFMODSystemContext::Runtime);
#endif
}
However, using this method will cause the played event to play indefinitely if it doesn’t have a natural end.
This workaround doesn’t work for my config.
FMOD Plugin 2.03.12
UE Editor 5.6
Works perfectly in PIE, does nothing in Sequencer preview. It even plays just fine in the details view of the Spawned object.
Sequencer (no sound in preview):
Inspector Details preview (plays fine):
I’ve found a workaround for FMOD Event sequencer play while scrubbing. DM me if you need details. But in short, you need to change the SystemContext to Auditioning while calling from:
FMODEventControlSectionTemplate.cpp → virtual void Execute
And also, you will need to allow Auditioning to play in UFMODAudioComponent::PlayInternal because it has an early return that will kick you off if the Context is Auditioning.