Dynamically adding submix to a soundclass

Hi!
I’m working on an FPS game with many status effects. One example is a concussion, which makes player’s vision blurry for a second.
I’m trying to add a filter to the ambience soundclass for the duration of the effect.
I have a submix for status effects with filter effect set up. It works when I test it manually, however I need to activate the submix for ambience soundclass via blueprints, but can’t seem to find any way to do so.
Does anyone know how can I achieve this goal?

Thank you!

you’re working on a cool feature for your FPS game. If you need to dynamically apply a filter to the Ambience SoundClass via Blueprints during a status effect like a concussion, you can follow these general steps:

Step-by-Step Solution:
Create and Configure Your Submix:

Make sure you have a submix that contains your filter effect. You’ve mentioned that you already have this set up, so I’ll assume it’s configured with the necessary filter effect for your status effects.
Assign the Submix to the SoundClass:

Go to your SoundClass settings and make sure that the Ambience SoundClass is routed through the submix you created. You can assign the submix in the SoundClass settings in the Sound Cue editor or SoundClass properties.
Blueprint Implementation:

Open the Blueprint where you want to apply the status effect (e.g., your character Blueprint or a manager Blueprint).
Get Reference to the Audio Mixer:

You need to get a reference to the Audio Mixer in your Blueprint. You can do this using the Get Audio Mixer node if you have one, or directly manipulate your SoundClass properties.
Modify the Submix Effects:

To activate the filter effect dynamically, you need to use nodes to manipulate the properties of the Submix. You can use the Set Submix Effect node to activate or deactivate the filter effect.
Here’s a general idea of how you might structure this:

Apply Effect:

Event BeginPlay (or any event that triggers the status effect) → Use a node to get the SoundClass and set the submix to the one with the filter.
Set Submix Effect (or similar node) to apply the effect.
Remove Effect:

Event EndEffect (or when the effect duration ends) → Revert the SoundClass to its default submix (i.e., without the filter effect).
Testing and Tuning:

Test the status effect in your game to ensure that the filter is applied and removed as expected. Adjust the filter settings as necessary to achieve the desired effect on the player’s audio experience.
Example Blueprint Nodes:
Set Submix Effect:

Node: Set Submix Effect
Inputs: Target SoundClass, Submix (with filter effect).
Clear Submix Effect:

Node: Set Submix Effect
Inputs: Target SoundClass, No Submix (or default submix).
Additional Tips:
Ensure that your filter settings in the submix are correctly set up and that the submix is correctly routed in your SoundClass.
You might also want to use an Audio Mixer Blueprint or component to control audio effects more dynamically.