I’d like to modify the EQ/filters applied to certain classes of sound in my Blueprints in ways that go beyond automatically fading mixes in and out. For example, I’d like to tell a cutoff filter applied to a class of sounds to slide its resonant frequency downward based on a timeline curve during specific game events. Is there currently any way to do this?
I am trying to figure out this exact problem. I think there has to be a way to use Timeline and in 4.11 there is a set low pass filter frequency node. That might be a way to look into.
Unfortunatly even in 4.13 it seems to not work in runtime.
I found this link, not sure what version it’s for but may help: