Audio & Sound
Blueprint AI authors the classic sound asset family — sound classes and their hierarchy, mixes, attenuation and concurrency settings, and Sound Cue graphs. For the modern node-based audio graph, see MetaSounds.
Sound classes & mixes
Section titled “Sound classes & mixes”Create a Sound Class called SC_SFX in /Game/Audio and parent it under SC_Master Create a Sound Mix called SM_Combat Add a class adjustment to SM_Combat that ducks SC_Music to 0.3 volume and applies to children Describe the sound mix SM_Combat
Attenuation & concurrency
Section titled “Attenuation & concurrency”Create a Sound Attenuation called SA_3D and set its falloff distance to 2000 with occlusion enabled Create a Sound Concurrency called SCon_Footsteps with a max count of 4 and StopOldest resolution
Sound Cues
Section titled “Sound Cues”Create a Sound Cue called SC_Footstep in /Game/Audio Make S_Footstep_01 the cue’s wave player and prepend a Modulator node Describe the sound cue SC_Footstep
Tuning any sound asset
Section titled “Tuning any sound asset”Every audio asset’s properties are reachable by dotted path — including imported Sound Waves, which can’t be created but can be retargeted.
Set the Volume and Priority on S_Ambient_Wind and assign it to the SC_Ambience sound class Describe the sound wave S_VO_Line_042