I often work with ambient volumes not only to apply reverb, but to control sound attenuation within specific areas. To achieve this in UE4 you must first create a custom Sound Class, and make sure you check ‘Apply Ambient Volumes’. (In UDK3 there was an ‘Ambient’ sound class by default, you simply had to assign a sound cue to it) Then you assign your sound cues to this new sound class, and they will be affected by any ambient/reverb volumes.
Is there any way to assign an FMOD event to a sound class so that it can be affected by an ambient volume? Perhaps by extending some code?