Can I load a different data asset (Korat sound data asset) at run time of a MS?

Trying to run a different character sound file at run time of a montage sequence. The sound file is a korat sound data asset. I tried putting trigger events on the timeline but haven’t had any luck with the right nodes.

I’ve tried various routes but I’m not sure if this is the right approach. Anyone have any ideas?

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This can’t be done by swapping the data asset directly inside the montage. The usual approach is to keep the montage generic and trigger sounds via Anim Notifies. When the notify fires, Blueprint logic selects the appropriate Korat sound data asset at runtime and plays it using Play Sound or Spawn Sound. This gives full control over which asset is used without modifying the montage itself.

What would be an unusual approach? The reason I ask that is because, this MS has way too many sound effects and dialogue, so it would be a chore to sit through the large sound bank. I was hoping to switch the whole sound bank for the duration of the MS as the MS already has the proper LSSND subsequence to call from that specific bank that I’m hoping to use.