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Are Wwise switches blueprint specific?

0 votes

I'm working on my first multiplayer fps in UE4, but can't find any documentation or examples on multiplayer Wwise. Any advice/pointers in this area would be fantastic, though my main question is on how switches are handled:

For example, one player is set to 'low health' in a switch, and another to 'high health', which is used to create laboured / healthy breathing sounds. Are these remembered as separate instances of a blueprint when playing a sound? Or would I have to resend their health state and other character information each time before playing the sound?

Thanks! 

asked Jan 24, 2017 in General Discussion by Louis A. (100 points)

1 Answer

0 votes
The switches will be game object specific when called on the game objects. So yes, these will be seperate instances.
answered Jan 24, 2017 by Maximilien S. (2,840 points)
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