MetaSounds, the powerful audio system that provides node-based procedural sound design in Unreal Engine, is now available in UEFN as read-only. It replaces traditional static wave files with a flexible, modular approach, offering greater creativity and efficiency in sound design.
UEFN now has two exposed MetaSound source files, allowing you to make MetaSound presets. Currently, you cannot add your own MetaSound nodes in the MetaSound editor or edit the exposed MetaSounds graph. This is a first step in the process of fully exposing MetaSounds to UEFN creators.
Creating MetaSound Presets
Open a UEFN project, then in the Content Browser, navigate to Epic > Audio > MetaSounds > Sources.
You can also set the search filter to Audio > MetaSound Source.
Right-click one of the MetaSound Sources and select Create MetaSound Source Preset.
Select a location in your project folder and press Save.
A MetaSound Preset maintains a reference to the base MetaSound Source and allows you to override settings, including adding your own sound waves and modifying other properties.
The MetaSound Sources
The two exposed MetaSound Sources are MSS Play Random Loop and MSS Play Random Oneshot.
Once you have created the presets in your project folders, you can use the MSS Play Random Loop as a simple looping MetaSound that randomly selects from an array of Sound Waves. Parameters to randomize the volume and pitch of the sounds are also exposed.
MSS Play Random Oneshot is a one-shot variant but otherwise identical.
To edit any of the properties, click Override Inherited Default, then make your own selections or add your own sound wave files.
Playing the MetaSound Presets
MetaSound Presets inherit from SoundBase and are playable using Audio Devices in UEFN.
To learn more about MetaSounds in Unreal Engine, check out the MetaSounds documentation.