Set Global Parameter by Name not working

Hi, I think I’ve got everything set up to use a snapshot to control a fader via a parameter. It all works inside of Fmod, but when I set the param in UE (Set Global Parameter by Name) nothing seems to happen. Verified param is being set with get, verified banks built and imported into UE. Event housing the snapshot instrument is set to persistent. I make a bank that holds the event, and can see it is in the UE Fmod folder. Any idea could be going wrong?

Fmod 2.03.01 / UE 5.4

Hi,

Thank you for sharing the information and screenshot.

Unfortunately, I was not able to reproduce the issue with a similar setup from my end.

Would it be possible to have a screenshot of how you set up the game logic in UE via blue print or code? Could you please confirm that the snap shot event has started correctly and the parameter name spelling matches exactly with what’s in Studio?

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Thank you - I forgot to play the snapshot event!

Curious though, do I need to fire this event just once and it will always work or do I have to retrigger it every time I change the parameter?

You’re welcome!

You only need to fire the snapshot event once, and it will stay active as long as you don’t stop it. Once it’s playing, changing the parameter value will dynamically adjust the snapshot’s effect in real-time. There’s no need to retrigger it every time you adjust the parameter—just ensure the snapshot event remains active.

If you ever need to deactivate the snapshot completely, you could stop the event. Otherwise, it will continue responding to any parameter changes as long as it’s running.

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