# UE4 - Create FMOD Audio Component at Runtime in Blueprint

**URL:** https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538
**Category:** Unreal Engine
**Created:** [November 14, 2017, 11:28am UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538 "2017-11-14T11:28:10Z")
**Posts on this page:** 5
**Page:** 1

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### Author: ![paulojgames](https://avatars.discourse-cdn.com/v4/letter/p/bcef8e/32.png) [@paulojgames](https://qa.fmod.com/u/paulojgames)
#### Post date: [November 14, 2017, 11:28am UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538/1 "2017-11-14T11:28:10Z")

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Hi,

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?

Thank you.

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### Author: ![s.krntz](https://avatars.discourse-cdn.com/v4/letter/s/dec6dc/32.png) [@s.krntz](https://qa.fmod.com/u/s.krntz)
#### Post date: [November 14, 2017, 4:37pm UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538/2 "2017-11-14T16:37:14Z")

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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.

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### Author: ![paulojgames](https://avatars.discourse-cdn.com/v4/letter/p/bcef8e/32.png) [@paulojgames](https://qa.fmod.com/u/paulojgames)
#### Post date: [November 14, 2017, 5:10pm UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538/3 "2017-11-14T17:10:52Z")

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> [@](#):
>
> 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](https://drive.google.com/file/d/1l-OpGitu6yNwdfrxPe3_61d5LEtynDc3/view?usp=sharing)  
Can you tell me where it is located? Thanks

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<div class="post-metadata">

### Author: ![s.krntz](https://avatars.discourse-cdn.com/v4/letter/s/dec6dc/32.png) [@s.krntz](https://qa.fmod.com/u/s.krntz)
#### Post date: [November 14, 2017, 5:16pm UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538/4 "2017-11-14T17:16:56Z")

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Hey Paulo, run a search for ‘add audio component’

[https://gyazo.com/15e10a5f1f2bd9b66d5f533c850dbfa6](https://gyazo.com/15e10a5f1f2bd9b66d5f533c850dbfa6)

If you can’t find it, it may be that the node is supported by a different version of the FMOD/UE4 integration?

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<div class="post-metadata">

### Author: ![s.krntz](https://avatars.discourse-cdn.com/v4/letter/s/dec6dc/32.png) [@s.krntz](https://qa.fmod.com/u/s.krntz)
#### Post date: [November 14, 2017, 5:19pm UTC](https://qa.fmod.com/t/ue4-create-fmod-audio-component-at-runtime-in-blueprint/13538/5 "2017-11-14T17:19:43Z")

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For me it’s under Library \> Add Component \> Common in my node palette

[https://gyazo.com/33dcc5fa0c06e07380f6e3ab83f8e404](https://gyazo.com/33dcc5fa0c06e07380f6e3ab83f8e404)
