Focused reference · Unreal Engine 5.8
Runtime parameters and events
Spawned/owned Audio Component
- Create or spawn an Audio Component with the MetaSound Source assigned.
- Set all first-block-critical parameters before calling Play.
- Send later values through matching Audio Component parameter setters.
- Send Trigger inputs for discrete audio events such as release, reroll, or next layer.
- Retain component ownership when later updates/stops are required.
- Stop/fade and release the component on owner destruction, state exit, or cancellation.
Parameter names and types must exactly match graph Inputs. If a value appears ignored, confirm the component is the playing instance, the input is not a constructor-only pin, and a later graph node is not overwriting/masking it.
Variables are not runtime API
MetaSound Variables support internal Get/Set flow. They cannot be accessed by Blueprint, and changing them externally while a sound plays is not the live-control path. Use Inputs for caller-driven state. Use Get Delayed Variable only when a one-block delay is intentional, commonly to break a graph cycle.
Network boundary
Replicate the compact gameplay event/state when other machines need to hear it, then create/update local Audio Components. Do not replicate DSP samples or every modulation value. Define whether a one-shot may be dropped, whether a loop must reconstruct for late relevance, and whether predicted audio must be cancelled or deduplicated after server response.