MetaSound Parameter Update strange behaviour with blueprint

Hi, I’m working on a project with Metasound.

At first I was using Add Audio Component then Set sound > set float Parameter.

So every time my Sound was Played my parameter was used to update the final sound output. it was great but on spawned object after multiple play the sound start to not play at all (and this was not related to my blueprint because other effect was working perfectly).

So I change my approach and now my Audio component is directly add to the spawned object.


My first issue was solved but the float parameter is apply only One time the first time my object spawn and play the sound then every other spawned objects keep the same parameter. I could stop using Metasound, but I curious if there is something I’m not understanding or another solution with it?

Have you tried playing before you set your float parameter

Thanks it’s perfect ^^

what about this

Spawned AudioComponent lifecycle is fragile — if you Add+Play per spawn, the Set call can race the start or hit a recycled component. Keeping one persistent AudioComponent on the actor and reusing it (Play once, then Set params) is more reliable. Also make sure you’re not stacking voices past the concurrency limit.

My component variant does that persistence for you and auto-finds the AudioComponent so you don’t juggle refs across spawns: Expose MetaSound Parameters To Blueprint. Disclosure: my plugin.