Currently, creative devices have a mix of audio support ranging from audio effects playing all the time, audio effects that can be disabled, with a few devices that allow for users to select their own audio. For any devices that currently allow users to disable audio, a workaround is to add an Audio Player device that will play the audio you want when the other device is triggered/activated etc. Unfortunately the Signal Remote Manager device currently doesn’t support disabing audio. Longer term, we believe devices should have a unified way to control and customize audio. For the short term, we are prioritizing a handful of devices to allow users to disable audio ( such as the Creature Spawner ). Thank you for sharing feedback that the Signal Remote Device is another one where disabling audio would be important. We’ve also taken note of your feedback that displaying which control bus it feeds to can help users control volume using the Mixer Device.
Music rights are super complex. Even royalty free and “copyright free” music often come with limitations on how it can be used. And we are actively exploring ways to bring more music to the ecosystem. For now, the safest path is to use music your own original music - either that you’ve created or that you own all the rights to. If you’re using your own original music and your island is still getting rejected because of it, please surface that through player support so we can address it.
Our goal is to bring the power of Unreal Engine Audio to Unreal Editor for Fortnite. Our first priority for Beta in UEFN was to focus on allowing users to import their own audio, and leverage the new Audio Player Device to add audio. We focused on adding features to meet many of the common requirements for audio such as spatialization and being able to control what triggers audio as examples. We continue to evaluate features available in Unreal Engine to bring over in a way that makes sense in the context of UEFN. In some cases such as for MetaSounds, it might mean exposing read-only versions of MetaSounds to start since that might allow more users to leverage pre-authored MetaSounds rather than expecting users to create their own from scratch.
The underlying audio component does support multiple sounds playing on them, but they all have their parameters set on all instances of the audio component. It’s possible to expose that and allow multiple sounds to play on an audio component, but there is some more work to be done to build it into the Audio Player Device. We will have to see where it fits on the priority list.
We’d appreciate it if you could send that to us in a bug report. If you head over to Topics tagged fortnite and click on “New Topic” and choose “New Issue”, it will submit a bug report that comes directly to us.
We currently don’t have any plans to support this but I’ll bring it up with the team.
Thank you for calling this to our attention, we will talk about how we can make this work in the future.
Thank you, I assume this extends to other components such as vehicle tricks etc. from memory there’s no option but perhaps some exposed variables on those devices in future updates will give creators more control.
This is likely the result of adding too much content which causes underruns and performance issues. We are looking at adding better metering so users can know if they’re hitting performance limits on some platforms.
This is certainly something we’d like to implement but we have nothing in the pipeline at the moment.
Got it. Please report that through player support so we can take a look at it!
If there is a demand to increase the time limit, this is something we can revisit in the future.
We’re wrapping it up over here folks! Thank you so much for joining us and for your great questions! We may be getting in touch with some of you for more information or help with your issues.
Thanks also to our Epic Experts for jumping in and answering questions!
More information coming soon about our next Ask Epic Anything AMA!
Hi there, please DM me with what you are trying to accomplish and we can investigate further.
We’re looking into reverb solutions for UEFN so watch this space!
Thanks everyone! We appreciate you taking the time to share your questions. Keep on making great experiences with our tools!
Thanks everybody for all your questions! It’s great to see how much interest there is in making great sounding experiences in UEFN
Thank you for all the questions! Super informative for us to understand what your concerns and issues are!
Thank you so much for all the questions. It was so exciting to hear from everyone and to see all the interest in audio and suggestions for new features that will help the community. I can’t wait to see more of what everyone here builds! Have a great rest of the week!