Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
20 results for Sound Cue
A graph that mixes and routes one or more Sound Waves — fades, randomizes, attenuates. Older but battle-tested.
UE 5.0+ next-gen sound system — node graphs for procedural audio. Replaces Sound Cue for new projects.
A raw audio clip (.wav). Imported into the project, then wrapped in a Sound Cue or Metasound for playback.
UGameplayStatics::PlaySoundAtLocation.
Play Sound at LocationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPlaySoundAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: Put in GameInstance for persistence. Variables MusicVolume(float)=1.0, SFXVolume(float)=1.0, CurrentMusic(AudioComponent). PlayMusic: IsValid(CurrentMusic) → Stop → SpawnSound2D(MusicAsset, MusicVolume) → store ref. PlaySFX: PlaySound2D(SFXAsset, SFXVolume). SetMusicVolume: SetVolumeMultiplier(CurrentMusic, NewVol). Save volumes to SaveGame.
2D sound — no world position, good for UI sounds and music. Use PlaySoundAtLocation for world sounds.
PlaySound2DUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSpawn Sound at LocationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: Door actor with BoxTrigger, DoorMesh, Timeline(Alpha 0→1 over 1s). BeginOverlap → PlayFromStart(Timeline). EndOverlap → Reverse(Timeline). Timeline Update: Lerp(ClosedRotation, OpenRotation, Alpha) → SetRelativeRotation(DoorMesh). For sliding: Lerp locations instead of rotations.
Play Sound 2DUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago