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.