I’m trying to replicate the functionality of Unreal’s native audio components by having a sphere visually determine the falloff distance. This works on a per actor/component basis.
It seems that with UE4 integration, that the fmod component (which looks like an event instance) can’t set the max distance parameter on an individual basis.
Are there plans to be able to do this? It would be nice at least to have the same functionality as the existing native audio components with the same visual representation, falloff attributes, capsule falloff, or at least the ability to recreate that system yourself by calling ‘setParameter’ in the actor construction script and feed in your own maxDistance etc.
Any help on this would be appreciated.