Any way to call a blueprint function upon reaching markers in a FMOD event?

I’m currently trying to build some features that “react” to the game’s soundtrack. For example, every downbeat, I want a sphere to pulse.

My first thought was to set markers in the FMOD event, which, when reached, would trigger a function in a blueprint. However, I can’t seem to find any way to do this. It seems that for the most part, a blueprint can influence a FMOD event, but not vice versa.

I’m curious if this is indeed the case, or if there are ways to trigger functions from an FMOD event. Or perhaps there’s a better way of calling functions based on musical cues.

Thanks!