Hello!
I’m trying to use the Occlusion parameter in the Fmod Plugin section within the Unreal Engine project settings.
While this is working correctly and passing what I want to certain events, it seems that the parameter is getting passed to all Fmod events no matter whether the Fmod Audio Component has Occlusion enabled or not.
This is causing a heap of errors from Fmod Audio components that will never need to use this Occlusion parameter.
Am I doing something wrong in my integration between Unreal Engine and Fmod of this parameter? Should I look into a different custom way of dealing with Occlusion parameter passing to Fmod for these certain audio components?
I’m currently using UE 5.5 and Fmod 2.03.06 in my project.
Thanks, any help here would be appreciated!