Unreal engine and renaming audio events

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?

Thanks

Hi,

Unfortunately, you’ll need to update the references manually. There is a task to fix this, and I’ve noted your interest.

Once there are updates I will update the forum.

Ok. Great to know that you are looking into it.
Thanks

1 Like

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.

Hi,

I have noted your interest.

Thank you