# Communicating Parameter Value between UE5 and FMOD Effect Chain

**URL:** <https://qa.fmod.com/t/communicating-parameter-value-between-ue5-and-fmod-effect-chain/24125>\
**Category:** Unreal Engine\
**Created:** [March 20, 2026, 2:44pm UTC](https://qa.fmod.com/t/communicating-parameter-value-between-ue5-and-fmod-effect-chain/24125 "2026-03-20T14:44:54Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Iuncturum](https://avatars.discourse-cdn.com/v4/letter/i/a9adbd/32.png) [@Iuncturum](https://qa.fmod.com/u/Iuncturum)\
**Post date:** [March 20, 2026, 2:44pm UTC](https://qa.fmod.com/t/communicating-parameter-value-between-ue5-and-fmod-effect-chain/24125/1 "2026-03-20T14:44:54Z")

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I’m having some issues with creating a simple sound system I call sots (size of the space). I simply use a radial line trace to get an approximate value representing the openness of the space and then want that float value to affect a parameter attached to a effect chain I apply to events, but it doesn’t quite want to work.  
I double checked and the parameter value is being sent (if it’s going through successfully) before the event using the effect chain is played, so I’m very unsure what isn’t working as no matter what the value, the sound played ends up being identical regardless. Any help would be appreciated

 ![image_2026-03-20_154316555](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/31545d524049e9c982a7414205ca24c18ec8c9e2.png)

I’ve tried both “Set Parameter” nodes separately as well.

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [March 31, 2026, 12:12am UTC](https://qa.fmod.com/t/communicating-parameter-value-between-ue5-and-fmod-effect-chain/24125/2 "2026-03-31T00:12:02Z")

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Check the output logs for any errors or warnings that may be related to setting parameters.

You can also attach the Studio Profiler to the Play-In-Editor session, this will allow you to capture what is actually going on in real time.

You could also try debugging by using the `GetParameter` blueprints to confirm the values of the parameters.
