I’m dragging an Fmod Event into the world (E.G. for a 3D ambient sound) and thus creating an FmodAmbientSound Actor… The problem is that it doesn’t auto activate when loading in the appropriate banks via a blueprint.
I’m reasoning it must be something to do with the banks and the way they are loaded. I have turned off the ‘Load All Banks’ option in the UE4 project settings, as I don’t want to load in all of the banks, all of the time. I am loading in the required bank via a blueprint. If I turn on the ‘Load All Banks’ feature, the various sounds auto activate fine, but if I switch it off and load the bank via a level blueprint, they don’t.
I’m correcting in thinking you don’t need to manually load the Master Bank, right?