Fmod and UE4 4.6.1

So i've been tinkering with fmod's integration with Unreal Engine 4.

First off, with the current version of UE4 (4.6.1) We have to change some of the actual Fmod plugin code to be compatible with some of Epic's changes. luckily I was able to follow this fix tutorial and get it working alright. 



Go to: UnrealEngine\Engine\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODStudioEditorModule.cpp

Remove the include of Settings.h

Add the following includes

 #include "ISettingsModule.h"
 #include "ISettingsSection.h"
The way to get a reference to the module has been changed, the ISettingsModule::Get() method has been replaced by a method used by FModuleManager. Also, the delegate mecanism is now using a shortcut for registering settings. Here is the updated method startupModule:

 void FFMODStudioEditorModule::StartupModule()
     UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule startup\n"));
     AssetBroker = MakeShareable(new FFMODAssetBroker);
     FComponentAssetBrokerage::RegisterBroker(AssetBroker, UFMODAudioComponent::StaticClass(), true, true);
     if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
         ISettingsSectionPtr SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "FMODStudio",
             LOCTEXT("FMODStudioSettingsName", "FMOD Studio"),
             LOCTEXT("FMODStudioDescription", "Configure the FMOD Studio plugin"),
         if (SettingsSection.IsValid())
             SettingsSection->OnModified().BindRaw(this, &FFMODStudioEditorModule::HandleSettingsSaved);
     MainMenuExtender = MakeShareable(new FExtender);
     MainMenuExtender->AddMenuExtension("HelpBrowse", EExtensionHook::After, NULL, FMenuExtensionDelegate::CreateRaw(this, &FFMODStudioEditorModule::AddHelpMenuExtension));
     FLevelEditorModule* LevelEditorModule = FModuleManager::GetModulePtr<FLevelEditorModule>( "LevelEditor" );
     if (LevelEditorModule)
     // Register slate style overrides
     FEditorDelegates::BeginPIE.AddRaw(this, &FFMODStudioEditorModule::BeginPIE);
     FEditorDelegates::EndPIE.AddRaw(this, &FFMODStudioEditorModule::EndPIE);
     FEditorDelegates::PausePIE.AddRaw(this, &FFMODStudioEditorModule::PausePIE);
     FEditorDelegates::ResumePIE.AddRaw(this, &FFMODStudioEditorModule::ResumePIE);
     ViewportDrawingDelegate = FDebugDrawDelegate::CreateRaw(this, &FFMODStudioEditorModule::ViewportDraw);
     UDebugDrawService::Register(TEXT("Editor"), ViewportDrawingDelegate);
     OnTick = FTickerDelegate::CreateRaw( this, &FFMODStudioEditorModule::Tick );
     FTicker::GetCoreTicker().AddTicker( OnTick );



So I got that goin' for me.

Now, blueprints are my current struggle. A lot of it makes perfect sense, and I absolutely love how much it allows non-coders like myself to do things.

Right now i'm not quite feeling that.

All I want to do is make a basic volume trigger from within a blueprint for a room or hallway, and have it change the parameter of my music event residing in Mycharacter. 

I tried event dispatchers, making custom events in mycharacter and have the volume trigger (or just box with overlap events in BP case) simple call those exact events with the target being set as a variable in the room/hallway BP. 

I hope that made sense.

basically I've tried everything I can think of, and continue to fail. There must be something I am missing (I am a BP noob afterall).

anyways, Anyone else having similar issues / struggles?