# Using a Cue In Game

**URL:** <https://qa.fmod.com/t/using-a-cue-in-game/13976>\
**Category:** Unreal Engine\
**Created:** [June 30, 2018, 5:37pm UTC](https://qa.fmod.com/t/using-a-cue-in-game/13976 "2018-06-30T17:37:50Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Saphire\_Systrine](https://avatars.discourse-cdn.com/v4/letter/s/67e7ee/32.png) [@Saphire\_Systrine](https://qa.fmod.com/u/Saphire_Systrine)\
**Post date:** [June 30, 2018, 5:37pm UTC](https://qa.fmod.com/t/using-a-cue-in-game/13976/1 "2018-06-30T17:37:50Z")

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I have created a cued sustain point, but I can’t seem to trigger it within UE4. Any suggestions?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 5, 2018, 12:27am UTC](https://qa.fmod.com/t/using-a-cue-in-game/13976/2 "2018-07-05T00:27:10Z")

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You should be able to trigger an events cue using one of the following:

- UFMODAudioComponent::TriggerCue()
- UFMODBlueprintStatics::EventInstanceTriggerCue()
