When using FMOD+UE5:
If have an fmod event hooked up to UE5 in blueprints, and then change the name of the fmod event, inside fmod, and build banks, the blueprints that reference the audio event, lose all references (since it has been renamed).
Is there a way to fix this? A setting somewhere or something?
Just another request for this. It would be a huge time saver, and allow for cleaning up names of events without having to do a ton of manual work on the Unreal side.
Let me add one more to the list of people that would love this feature. Changing project structure is so much more painful in Unreal than it is in Unity because of that.