I’ve been wondering what is the best use for sub-events in Studio, as opposed to Event References or Event Sounds?
In the manual it says that sub-events appear in the parent event as audio tracks, and share the 3D panning of the parent. And they can be triggered separately from the parent event. But this is also the case with the other ways (event refs, event sounds), except for the separate triggering.
- Sub events are difficult to review in Studio: you can’t trigger them while the parent event is playing
- Their parameters aren’t exposed for automation in the parent, as is the case with references and event sounds
- What happens if you only trigger a sub-event in the game, but the parent event is not present in the scene?
So what are sub-events best used for? How should they be handled by the game?