EQ Slicing to drive Material parameters

Is there a way to filter EQ ranges and have that drive public parameters on a material?

For instance, eq range < 80hz then drive the emissive value of a shader?

Yeah!!
Best is probably the new FFT analysis, which is for sounds and submixes, and the analysis can be baked or live.
Requires new audio engine enabled. We control which and how many frequencies we check.

Also, you are in luck! Because I’m in the process of putting together a free “content examples”-like project, with various audio-blueprints for different kinds of visualization, generation, interactivity, etc. Will post it in this forum soon:)

Edit: Published the project! Here: Arthurs Audio BPs - Audio - Unreal Engine Forums