Labeled Parameter reset by Command Instrument reverts to last Unreal value on replay

Hi everyone,

I’ve noticed an “issue” with two labeled parameters used as triggers for sounds in a puzzle.

Here’s my case: the first parameter is reset to its default value by a Command Instrument each time it’s set, allowing the same sound to be triggered multiple times sequentially. The second parameter triggers or stops a nested event with a looping timeline.

In Unreal, the system sets the parameters and checks whether the event is already playing — if it is, it doesn’t call Play again.

If the second parameter is set and the event is played again, it looks like the first parameter, instead of remaining at the value set by the Command Instrument, reverts to the last value set in Unreal. As a result, I can hear both the last sound triggered by the first parameter and the loop.
Of course, I could set the first parameter to its default value before setting the second, but I haven’t found any information about this behavior in the documentation.

Is this how it’s supposed to work?

Thanks in advance!

Hi,

Thank you for sharing the screenshots!

From your description, this behaviour appears to be expected.

Parameter values are stored on the event instance and stay the same until something changed again. When the event is played again, FMOD uses the value last set from Unreal rather than the temporary reset made inside the event. This is likely why the previous trigger plays again.

To avoid this, you can either avoid calling Play() on an already playing instance, or reset the trigger parameter from Unreal before replaying.

You can find a related discussion here: Reset parameter on every event playback?

Hope this helps!

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