This quick tutorial shows how to change weapon’s fire rate while keeping it in sync with Meta Sound (screenshots attached). No C++ required.
https://dev.epicgames.com/community/learning/tutorials/EG72/unreal-engine-changing-lyra-s-weapon-auto-fire-rate-blueprints
Hi, I could see in your screenshot that you haven’t compiled the blueprint yet. Make sure to add the new float input to the Trigger Fire Audio function and compile and save the blueprint. Instructions below:
- B_Weapon
Open this object, then open the function Trigger Fire Audio. Add a new input “Fire Delay” type float. After that, select the Audio Component Set variable, select its right blue pin, right click and select "Set Float Parameter. Connect the new float input to the “In Float” pin and rename the parameter in Name to “ShotInterval”.
Thanks for the help, I had inputs and float variables mixed up, due to them being the same colour.
nice tutorial, it seems not fixed even in july, 2023.
this can be useful.
Yeah this doesn’t actually work. Now you get a single sound and nothing for the remaining shots.
Not sure what you mean by that, I’ve just re-did it in a clean project, and it works. Check the steps again you might have missed something. If you plugged the parameter in the normalized magnitude node, your weapon auto fire rate has values between 0 and 1.
My results here:
same, one shot then nothing…
did you ever find a solution? I got the same result as you
This is odd, can you please share your screenshots?
More than likely, you haven’t connected the variable Fire Delay Time Secs:
I’ve just re-did it and it works. It’s hard to tell what might be wrong on your ends, so please share screenshots of your blueprints. This error can also be caused if you changed the fire sound, which may not have a shot interval node.
Just redid everything from scratch, quadruple checked everything, exact same result, one shot
sound then silence
not going to bother posting screen shots, they are identicle to yours.
what version is this in?
I think the reason why only the first sound is produced is because the ShotInterval variable is of type Time in Float.
Changing Default from Metasound worked correctly.
I also found that the method in this tutorial cannot be used because it is not possible to set the Time parameter from Blueprint.
I can’t possibly figure out why is not working on your end. I repeated the steps and I’m getting the expected results.