At this point in time, there seems to be no way to have UE4 treat an FMOD Audio event as a UE4 Sound Cue.
The reason I’m wanting this is to have all of UE4s attenuation settings exposed so I can adjust them in real-time. When dealing with a 3D racing/adventure game there is no way I can possibly design all of the audio nodes without any visual information on the min/max distances.
I know if I make sound from within UE4 all of these things are exposed. I’ve tried hooking up nodes via blue-prints to FMOD audio events and I have gotten SOMEWHERE, but still, hacking up crazy blue-prints for every single FMOD audio event can’t possibly be the work around…
Looking for a proper solution to actually using FMOD in UE4 for 3D games. - Thank You.