Unreal Engine 4.10 with FMOD 1.07.03
I’ve created a very simple pick-up item which is destroyed when the player overlaps with it. The item is located inside a trigger volume which activates an FMOD audio snapshot (with level changes and specific reverb settings).
The problem is that when the pick-up item is destroyed the FMOD snapshot disables and the audio returns to default settings (not good when I'm inside a house an all I hear is birds and traffic sounds).
I would like to be able to walk around the room and collect a few of the pick-up items whilst the FMOD snapshot remains active.
Does anyone know how to fix this?
Here is the destroy actor BP - pretty ■■■■ simple;
And here is the trigger volume BP