The safest path to ensure that your island is not hit with enforcement actions is to stick with the assets that Epic has specifically provided for use in UEFN/FNC. That goes for all kinds of Epic IP.
At this time, users can only place one audio wave into an Audio Device at a time. You can set up multiple Audio Devices that can layer your sounds and music throughout your gameplay.
The Radio is a device that has been available since FN Creative, and can be used to play Fortnite music and ambient sound effects. The Audio Player device was introduced with UEFN to support the latest features including the ability to import your own audio. It is recommended that you use the Audio Player device whenever possible.
As of right now, there is no occlusion of sounds in UEFN. This means that any sound that plays on your island will be heard through walls and structures. I have gotten around this in my projects by careful limiting of attenuation radius for certain sounds that I do not want to be heard between walls.
No templates currently exist that highlight audio features in UEFN exclusively, but each template does make use of some of the audio features available. Creating a more fully-features audio-centric template is something we would like to provide in the future but as of right now, we have no plans to create one.
Unintended audio restarts within the Cinematic Sequencer can be triggered by a variety of scenarios. We’ve been able to address many of them already, so we hope that the experience has improved overall. Work continues to improve it, including restarting audio as it relates to performance or network traffic issues.
We currently don’t have plans to add any additional support for new nodes in Sound Cues. Our focus is on expanding capabilities through MetaSounds and bringing it to UEFN in the future. We will focus efforts there.
At this time, we have no plans to make any of the Fortnite sound effects available to users.
I definitely agree with the music part! I think I meant more of ambient sound effects and such. I just had a map denied due to an ambient beach loop that I bought in a UE Marketplace pack.
Thanks for letting us know there’s a lot of interest in this. We are exploring ways to get more music into the FN ecosystem. For now, the safest path is still to use original music you have created yourself or that you fully own all the rights to.
This is something we have been looking at and want to add support for. In Unreal Engine, the feature shows up as ‘play when silent’. No timeline for when this will be done, but we think this would be really useful.
I have not had any success using the audio-reactive props with custom audio using the Radio. Is there a trick to using custom audio with the audio-reactive props? Or, do they only react because the default music in the engine has already had the data for wave analysis baked in?
We are planning on bringing the power of Unreal Engine Audio to Unreal Editor for Fortnite, which includes supporting MetaSounds. At the moment, we have been focused on other high priority audio use cases such as adding spatial audio support in sequencer Audio tracks, and continuing to add features to the new Audio Player Device we introduced. The MetaSounds Editor in Unreal Engine is fairly full featured and we continue iterate on it and make performance optimizations. Initial support for MetaSounds in UEFN will likely start with allowing users to use read-only MetaSounds already authored and ready to plug into UEFN experiences. We don’t have a timeline on when this will be done.
We will be providing some control over loading behaviour in a future update but we currently don’t have any plans to expose audio compression settings.
Also coming to UEFN in the future is Unreal Engine’s Sound Attenuation asset and with it the ability to set attenuation settings on sounds and override them in sequences!
We currently don’t have plans to add additional functionality to Sound Cues and the editor. Sound Cues are older legacy tech that will continue to be supported, but we are looking to add new features and invest in MetaSounds and other areas in UE Audio.
Appreciate the feature idea, and we’re actively looking into ways to enable more music in the FN ecosystem.
We continue to look for ways to add the power of Unreal Engine Audio to Unreal Editor for Fortnite. ‘Audio Gameplay Volumes’ is on our radar for UEFN but we don’t have a timeline at the moment.
We understand the frustration, and we’re actively exploring ways to enable more music in the FN ecosystem.
In the future, we want to unify how audio works across all creative devices so that users can disable audio, or provide custom audio. This is lower priority on the list at the moment.
This is a feature we are hoping to get into a future release.