Is there an easy way to set a parameter of an FMOD component from a different blueprint?
i have my main audio system in the level blueprint and also a health system set up in the player character blueprint. i want to transition from the battle sequence to the lose sequence when health has run out, all work apart from the FMOD music component in the level blueprint still plays.
i have looked on the UE website in to communicating between blueprints but frankly it made my brain hurt!
Im also curious how to go about this. I was thinking of running all of our music logic (missions, menus, adaptive, source/world, etc) within its own centralized “Music Manager” Blueprint so that its not tied to any one level or actor, and then sending all of the necessary parameters to it via a function from their respective blueprints (ie. Player Health would have a function called “SendPlayerHealthToMusicSystem”), and you would then call this Function from your Music Manager blueprint. This way you wouldnt have logic being spread across many different level/character blueprints, and could keep it all contained within your Music Manager. I’m not too familiar with using functions yet, but if you come across a good example, please advise! This might be a better question for the UDN forum.
i will let you know if i figure this out. i suspect you are right and this question would be better to ask on the UE forums - it does seem to be more of a UE conundrum rather than an FMOD one.
i am going to try sharing the variable with the level blueprint again.