# Occlusion in UE4

**URL:** https://qa.fmod.com/t/occlusion-in-ue4/16510
**Category:** Unreal Engine
**Created:** [December 3, 2020, 1:42pm UTC](https://qa.fmod.com/t/occlusion-in-ue4/16510 "2020-12-03T13:42:43Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![zsombor.bencsik](https://avatars.discourse-cdn.com/v4/letter/z/ee7513/32.png) [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)
#### Post date: [December 3, 2020, 1:42pm UTC](https://qa.fmod.com/t/occlusion-in-ue4/16510/1 "2020-12-03T13:42:43Z")

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Is it possible to use the in-built occlusion system with event instances somehow? The documentation covers only component usage. FMOD 2.1.05 UE4

Thanks in advance,  
Zsombor

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<div class="post-metadata">

### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [December 4, 2020, 3:31am UTC](https://qa.fmod.com/t/occlusion-in-ue4/16510/2 "2020-12-04T03:31:59Z")

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No, it is not possible.

As you have observed, FMOD’s geometry occlusion system is designed for use with components that can be created while using the FMOD Core API. It is not designed for use with FMOD Studio events.
