Hi,
As stated, If I set parameters as a ‘Global’ type and they somehow could not be read nor overwritten inside the Unreal engine, casuing loosing supposed effects on events. But if I set parameters as ‘Local‘ type it works like a charm. This happens in more than one project.
Does anyone have any clues what have i done wrong might causing this and how could i slove this?
Thanks!
What exactly can not be read or overwritten? Is it the FMODEvent uasset?
Can you share any errors or warnings from your output log?
Hi, thank you for replying! So specifically the problem i have encountered is: I bounded some automations to event parameters in FMOD, use them to control those automations. But if I set them as ‘Global‘ type of parameter in FMOD and try to alter them in Unreal engine, the automation would not work at all (in both event asset menu and through blueprints) I have a screenshot for what i am reffering to just in case of misunderstanding brought by language (sorry :()

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However,
If i set them to ‘Local’ type in FMOD, Automations bounded by parameters start working through same methods without any issues. That makes my event parameters could not be set as ‘Global’ in any conditions. Just want to know what have i done wrong or if there is something missing?
Many thanks!
Thank you very much for the detailed explanation, I am understanding the problem now. Unfortunately this is a bug and requires changes to the integration to work, as global parameters require using a different api to set/get.
I have added a task to fix this in a future release.
Hello!
Thank you for replying. It’s good to know we are geting this fixed and i was not doing anything wrong. Looking forward to get the new patch 
Many thanks!