# Retrieve event structure from event instance

**URL:** <https://qa.fmod.com/t/retrieve-event-structure-from-event-instance/17037>\
**Category:** Unreal Engine\
**Created:** [April 13, 2021, 1:57am UTC](https://qa.fmod.com/t/retrieve-event-structure-from-event-instance/17037 "2021-04-13T01:57:40Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [April 13, 2021, 1:57am UTC](https://qa.fmod.com/t/retrieve-event-structure-from-event-instance/17037/1 "2021-04-13T01:57:41Z")

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Is there a way to retrieve either event structure or event name from a given event instance using blueprints?  
The idea is very simple: I’d like to check if the music actually playing is an instance of a specific event.

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [April 19, 2021, 1:39am UTC](https://qa.fmod.com/t/retrieve-event-structure-from-event-instance/17037/2 "2021-04-19T01:39:21Z")

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Currently the necessary calls to grab the event’s path (`eventDescription::getPath()`) is currently not available for blueprints. If you need this you will need to use C++ scripting.
