Is it possible to trigger an sustain point cue from a blueprint?


(David Abbott) #1

Is it possible to trigger an sustain point cue from a blueprint? Or do I need to do it in C++?

I found something called “Event Instance Trigger Cue” but I’m not sure how it’s supposed to work or if it is meant to do what I’m trying to do?

Thanks,
David


(Geoff Carlton) #2

The FMOD integration supports two methods of playing sounds: via FMOD audio components, or via the “Instance” blueprint functions.

For sounds that you want to play on an actor, you’d typically use the audio component. But if you wanted a simple “fire and forget” sound effect, you could just create FMOD instances directly in blueprint.

You can trigger cues in Blueprint for both types.

To trigger a cue on a FMOD audio component, you can call the TriggerCue function on the component.

To trigger a cue on a direct FMOD instance, you can call the EventInstanceTriggerCue function on an instance handle.