A variety of metering and monitoring tools are part of our long term roadmap and we absolutely recognize it as an essential development tool. We have only just made the new native Unreal Audio Engine default as of 4.24, and that comprises the fundamental framework for the audio renderer. We are beginning to turn our focus on UX development including tools which assist audio development visually.
Nonetheless, currently no special metering or real-time monitoring analysis has been implemented natively aside from FFT and an envelope follower, but the framework is there to implement a meter using the ISubmixBufferListener, assuming you need this tool and you have programming support. You will need to refer to the ITU papers for the specific math for implementing the exact weighted analysis you’re looking for.
You mention Sony, is Playstation one of your deliverables? I would suggest using Sulpha as they’ve already implemented all the tools needed for cert analysis.
However, if you don’t have engineering support and you aren’t working on a Playstation product, but you still need ITU 1770 metering mentioned in the Sony spec, one workaround would be routing your game output into your DAW and using your favorite metering tools there. I have this as a default setup in my office, as I use my audio interface as a monitor controller as well, so I have the game console output running back into the line ins on my audio device allowing me to A/B Editor and console mixes as well as get discrete surround recording for references or for promotional materials/marketing stuff. At home, I’m using an RME interface, so setting up loopback without fussing with cables is super easy.
If you don’t have the hardware support for that or are not sure how, you COULD implement our Submix Recorder on the Master Submix and then just record your output directly to a wav file which then you can bring into whatever analysis tool you need.
Either way, there are plenty of workarounds available and I wish you the best of luck on finding your particular solution.
If you run into any issues implementing any of the Unreal based solutions, give a shout and I’ll see if I can answer your question.