I’m trying to find a way to expose FMOD Audio Component in the detail panel so I can change the audio event per blueprint copy.
Specifically for my case I have a trigger blueprint that detects when the player intersects and plays a specific sound.
Throughout the level I have several of these triggers placed and for each I assigned a different sound in the detail panel. This way I keep reusing the same logic but I’m able to change for each copy what sound it plays.
Originally this was done with the default AudioComponent and Wave files similar to this: https://answers.unrealengine.com/questions/84962/how-to-make-audio-component-editable.html
However after switching to FMOD I can’t seem to replicate the behavior or find another way to expose the FMOD component in the details panel.