# fMod and blueprints

**URL:** <https://qa.fmod.com/t/fmod-and-blueprints/14977>\
**Category:** Unreal Engine\
**Created:** [August 24, 2019, 8:42am UTC](https://qa.fmod.com/t/fmod-and-blueprints/14977 "2019-08-24T08:42:36Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![alborada](https://avatars.discourse-cdn.com/v4/letter/a/ce73a5/32.png) [@alborada](https://qa.fmod.com/u/alborada)\
**Post date:** [August 24, 2019, 8:42am UTC](https://qa.fmod.com/t/fmod-and-blueprints/14977/1 "2019-08-24T08:42:36Z")

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I’m trying to trigger a Level Sequence using a marker within an fmod event. I.e., when a certain marker plays on the timeline, I want it to trigger a matinee/sequencer animation of a door/platform. How would I do this? I figured out that within an object blueprint I can use OnTimelineMarker to appropriately fire off a signal, however I can’t seem to use this to trigger a sequence; it looks like sequences have to be triggered from within the level blueprint, and for some reason I can’t create a OnTimelineMarker node within the level blueprint.  
I’m pretty unexperienced with blueprints so would appreciate any help.

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**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:** [August 29, 2019, 1:07am UTC](https://qa.fmod.com/t/fmod-and-blueprints/14977/2 "2019-08-29T01:07:22Z")

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This might be better to ask on the UE4 forums, but after a quick search I did find this:  
[https://answers.unrealengine.com/questions/42175/how-to-call-a-function-from-level-blueprint-to-be.html?sort=oldest](https://answers.unrealengine.com/questions/42175/how-to-call-a-function-from-level-blueprint-to-be.html?sort=oldest)
