Hi, hopefully you’re not still waiting on response but in case anyone else has the same question.
There’s a short bit of documentation on the FMOD website here: http://www.fmod.org/documentation/#content/generated/engine_ue4/programming.html
Here’s how I set it up on my project:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sound)
class UFMODEvent* Event;
Then to actually play the sound,
for 3D sounds:
UFMODBlueprintStatics::PlayEventAtLocation(GetWorld(), Event, GetTransform(), true);
or 2D sounds:
UFMODBlueprintStatics::PlayEvent2D(GetWorld(), Event, true); // just calls PlayEventAtLocation using an identity transform anyways.
I believe most of the functions you’ll be using are in the UFMODBlueprintStatics class.