I’m trying to create an FMOD Audio Component in Runtime, through a Blueprint. Is there any way to do this?
The internal Unreal Engine provided a “Create Sound 2D” function that returned an Audio Component, which could be further manipulated. I’m basically trying to replicate this with fmod components. Any ideas?
In my FMOD/UE4 integration, I have a node called AddFMODAudioComponent that takes in an actor reference and returns an FMOD audio component, which you could then set an event to play inside.
Thank you for the reply, Scott. I’m looking for that node but I can’t find it. Check this screenshot from my integration: https://drive.google.com/file/d/1l-OpGitu6yNwdfrxPe3_61d5LEtynDc3/view?usp=sharing
Can you tell me where it is located? Thanks
Hey Paulo, run a search for ‘add audio component’
If you can’t find it, it may be that the node is supported by a different version of the FMOD/UE4 integration?
For me it’s under Library > Add Component > Common in my node palette