# UMG support for FMOD events

**URL:** https://qa.fmod.com/t/umg-support-for-fmod-events/11887
**Category:** Unreal Engine
**Created:** [April 15, 2015, 10:15pm UTC](https://qa.fmod.com/t/umg-support-for-fmod-events/11887 "2015-04-15T22:15:08Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![stuckbug](https://avatars.discourse-cdn.com/v4/letter/s/ac91a4/32.png) [@stuckbug](https://qa.fmod.com/u/stuckbug)
#### Post date: [April 15, 2015, 10:15pm UTC](https://qa.fmod.com/t/umg-support-for-fmod-events/11887/1 "2015-04-15T22:15:08Z")

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Is it possible to trigger FMOD events from UMG? It looks like you need to make components, which don’t seem to work within UMG. Do I need to trigger events in some other blueprint from the UI, or is there a way to trigger events from the UI directly?

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### Author: ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)
#### Post date: [April 22, 2015, 2:54am UTC](https://qa.fmod.com/t/umg-support-for-fmod-events/11887/2 "2015-04-22T02:54:33Z")

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We haven’t really looked into UMG yet. Triggering FMOD Studio events via blueprint would be the way to do it at the moment.
