How can i change default audio capture device with blueprint? Am i need to write C++ functions to do it?
I’m not sure if it’s supported out-of-the-box by the engine, but, for example, in the RuntimeAudioImporter, there’s a function called GetAvailableAudioInputDevices, and when starting the capture, it’s possible to specify the input device ID. Here’s more info about it: Capturable sound wave | Georgy Dev Docs