# Get Length in blueprints always returns 0

**URL:** https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330
**Category:** Unreal Engine
**Created:** [February 7, 2022, 2:18pm UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330 "2022-02-07T14:18:10Z")
**Posts on this page:** 7
**Page:** 1

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### Author: ![jojojo](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@jojojo](https://qa.fmod.com/u/jojojo)
#### Post date: [February 7, 2022, 2:18pm UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/1 "2022-02-07T14:18:10Z")

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Hello,

I’m trying to use “Get Length” as a node in UE4 but it always returns 0.  
Is there anything specific I need to do, to make this work?  
I’m on version 2.01.08

Thanks!

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### Author: ![jojojo](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@jojojo](https://qa.fmod.com/u/jojojo)
#### Post date: [February 7, 2022, 3:35pm UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/2 "2022-02-07T15:35:48Z")

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Nevermind… I think the problem is that my timeline is empty cause the actual sound events are in referenced event instruments, chosen by a parameter at runtime.  
Is there a way to get the length of the actual sound that is currently being played?  
“Get timeline position” works though.

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [February 11, 2022, 1:35am UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/3 "2022-02-11T01:35:40Z")

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I cannot think of any way to get the length of a playing event with that kind of setup using Blueprints. What is it you need the length for? There might be an alternative way of achieving the same goal.

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### Author: ![jojojo](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@jojojo](https://qa.fmod.com/u/jojojo)
#### Post date: [February 11, 2022, 10:56am UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/4 "2022-02-11T10:56:56Z")

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I try to determine when an event is close to be finished, like 90% finished for example.

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### Author: ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)
#### Post date: [February 12, 2022, 7:57am UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/5 "2022-02-12T07:57:20Z")

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A workaround could be to use a marker callback at the right moment.

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### Author: ![jojojo](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@jojojo](https://qa.fmod.com/u/jojojo)
#### Post date: [February 13, 2022, 7:23pm UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/6 "2022-02-13T19:23:53Z")

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I thought about this but it would be very tedious, because I will end up with a very large amount of events. Also not sure if this works with referenced events.

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [February 16, 2022, 4:15am UTC](https://qa.fmod.com/t/get-length-in-blueprints-always-returns-0/18330/7 "2022-02-16T04:15:12Z")

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I can’t think of any nice ways to get the end time of a nested event with Blueprints. The only thing I can think of would be to use [Command Instruments](https://fmod.com/resources/documentation-studio?version=2.02&page=welcome-to-fmod-studio-new-in-200.html#command-instruments) in your nested events to set a global parameter that tells you how long the event will be when it first starts playing, but that is tedious and error prone- it will work with nested events though.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0706c81926ce067ee3ae73b7cd8aedb6eb14435e.png)
