With metasounds and metasoundsources you can create outputs. The main use I have found for them is when you want to use a metasound within a metasoundsource or a metasoundsource within another metasoundsource.
For example, you make a metasound that generates a random float and then you make one of the outputs a float. Essentially how a blueprint macro works.
Is it currently possible to access them via blueprint though? For example, make an output of the cue point trigger and then access that via a blueprint. Or is that possibly a planned feature?
Also, some feedback regarding the metasound naming. I think a metasound should be renamed to “metasound macro”. If you know what a blueprint macro is, right away you will know how to use it.
Just an update on this for everyone. If you check the Unreal Engine 5.3 roadmap you can see they are working on metasound output capability.
Essentially you will be able to listen via blueprint or C++ for changes in a metasound.
For example, when a sound reaches a specific volume play a particle effect.