# Occlusion Blueprint Issue

**URL:** <https://qa.fmod.com/t/occlusion-blueprint-issue/22953>\
**Category:** Unreal Engine\
**Created:** [May 19, 2025, 1:42am UTC](https://qa.fmod.com/t/occlusion-blueprint-issue/22953 "2025-05-19T01:42:22Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![woong\_thg](https://avatars.discourse-cdn.com/v4/letter/w/d6d6ee/32.png) [@woong\_thg](https://qa.fmod.com/u/woong_thg)\
**Post date:** [May 19, 2025, 1:42am UTC](https://qa.fmod.com/t/occlusion-blueprint-issue/22953/1 "2025-05-19T01:42:22Z")

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![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/3a8078d4adde214dc68f37e0609eb084ecd21c20.png)  
(Make FMODOcclusion Details)

I’m a beginner and still getting lost every day… I could really use some help!

1. We have a large fountain in our game level. I added an **FMOD Audio Component** to its Blueprint and enabled **Occlusion**. However, the sound already seems occluded, as if it’s being played from _inside_ the fountain, making it sound muffled or too quiet. (I tested occlusion with a simple Cube using the same method, and it worked fine there—no issue.)

2. So, I tried applying occlusion via Blueprint nodes instead, but I’m not sure how to properly set up the node connections. What could I be doing wrong?

Any advice or sample Blueprint setups would be greatly appreciated!

Thanks in advance!

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 21, 2025, 4:31am UTC](https://qa.fmod.com/t/occlusion-blueprint-issue/22953/2 "2025-05-21T04:31:36Z")

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> [@woong\_thg](#):
>
> We have a large fountain in our game level. I added an **FMOD Audio Component** to its Blueprint and enabled **Occlusion**. However, the sound already seems occluded, as if it’s being played from _inside_ the fountain, making it sound muffled or too quiet.

It’s difficult for me to diagnose this without more information. My recommendation would be to check the value of the occlusion parameter for the event instance in question to see whether it’s what you’d expect. You could do this at run time in UE using Blueprints or the API, or by [recording a profiler session in FMOD Studio via live update](https://www.fmod.com/docs/2.02/studio/profiling.html) and selecting the instance in the lifespans view. The lifespans view can be selected from the transport bar:

![lifespans](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/72c869ca93d9df14278302ce4eba325b301e3850.png)

> [@woong\_thg](#):
>
> So, I tried applying occlusion via Blueprint nodes instead, but I’m not sure how to properly set up the node connections. What could I be doing wrong?

Assuming your occlusion settings, parameter name, etc. are all set up properly, the issue here would be Play Event Attached isn’t actually causing the FMODAudio Component to play - it’s creating a separate event instance, and attaching it to the FMODAudio Component.

Instead, you’ll want to set the event for the FMODAudio Component if you haven’t already, and then play it, which might look something like this:

 ![occlusion](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/aac6c68f8623ce9ce6851b7d962035f0ba444a0f.png)
