I’m using an event and two single instruments inside it (each instrument on the separate track). I’m trying to turn on first track and after some event in UE, I’m trying to turn on the next one. I’m using a parameter which fade in the next track. When I play in FMOD fade in works, but in UE next track is turning on without fade in. To be honesty it works only at the start of event sequence, not in random part of it. Maybe I’m doing something wrong? Or how to do that by different way?
You know, when I press a key to start event and then immediately press the key to set parameter fade in works. I think it works only on start event but in middle of event if activate parameter it works without fade. Or it is can’t be like that?
When I reproduce blueprints as on your screenshot it activates the parameter immediately (on press key ‘1’), but I need to activate parameter only on press a key (key ‘2’).
I don’t know how to start capture in FMOD. When I start capture in FMOD Profiler and play the game in UE, it doesn’t capture the sound. CPU usage and others are changing after I start capture. If I use live update it same. Should I capture with this point and upload?
I have connected to a game, started capture, reproduce the problem in UE.
I can’t upload to this site, because I can’t register a project because I’m not commercial, just hobbyist, it doesn’t allow me to upload with this point.