# UE4 Sequencer Support?

**URL:** <https://qa.fmod.com/t/ue4-sequencer-support/13191>\
**Category:** FMOD Studio\
**Created:** [May 20, 2017, 12:41am UTC](https://qa.fmod.com/t/ue4-sequencer-support/13191 "2017-05-20T00:41:37Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![GPnicolett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gpnicolett/32/1139_2.png) [@GPnicolett](https://qa.fmod.com/u/GPnicolett)\
**Post date:** [May 20, 2017, 12:41am UTC](https://qa.fmod.com/t/ue4-sequencer-support/13191/1 "2017-05-20T00:41:37Z")

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Wondering if sequencer support has been added yet…I found a couple threads from 7-8 months ago requesting it but haven’t seen followup.

Looking briefly at UE4 it looks like the sequencer audio track does not see FMOD events, so I guess not?

If it’s NOT supported, are there any issues that may come up if we use UE4 audio for cinematics only in an otherwise FMOD project?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [May 21, 2017, 11:32pm UTC](https://qa.fmod.com/t/ue4-sequencer-support/13191/2 "2017-05-21T23:32:17Z")

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UE4 Sequencer support has only recently been added, in versions 1.08.17 & 1.09.03.

At the moment events cannot be added directly to the sequencer track, an object with a FMOD Audio Component must be placed on the track first.

FMOD events can be started and stopped and event parameters can be controlled by adding custom tracks to sequencer.
