UFMODBlueprintStatics::BusSetPaused incorrect behavior

Greetings, I am using blueprint node UFMODBlueprintStatics::BusSetPaused to pause all events going through the bus when the game is out of focus, but it continues to spawn new events instances and ignoring max instances settings on the bus. When I focusing on the game window it plays all voices and then kills all instances. Is this a bug, or I um just misunderstand the documentation?

Rather than pausing the bus, you should use UFMODBlueprintStatics::MixerSuspend/Resume instead, this will actually pause the FMOD System.

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