Major - UEFN - Audio options are very limited, obscure and unnecessarily complicated

Hey Grace!
This is good to know, really happy about it.

Regarding this:

You can basically do this with any custom asset that has been turned into a Building Prop, the way we do it is the following:

  • Import your assets, textures, etc.
  • Create a new blueprint class which will house all the components.
  • Go inside the component view of the Blueprint, and drag an Audio Cue inside, this will make it so every time the Blueprint actor is dragged into the world, the Audio Cue is placed with it.

I did not know this, I thought the Device would take up more because of its asset, mesh and textures. Good to know, thank you.

And finally:

I’m not entirely sure why these didn’t work, but I never got them to work, I made sure a player was instigating through a button and they still didn’t respond to it, while every other device linked to that same button did.

Thank you!