I have a question concerning MetaSound and how to trigger it from the level blueprint.
My basic idea is that I would like to change the music throughout the level when passing through trigger boxes. This should stop one sample and start the second one (for example).
But for some reason the triggers do not reach the MetaSound. The Node “Execute Trigger Parameter” is executed but the MetaSound does not react.
I tried embedding the MetaSound in a blueprint together with a trigger box which worked but this always spawns another instance of that sound generator which does not work for me.
Level Blueprint makes this extra tricky because the AudioComponent reference can go stale or the metasound isn’t playing yet when you fire the trigger. Try getting a valid AudioComponent ref first (or use an actor with an AudioComponent and call on that), ensure Play was called, then Execute Trigger Parameter with the exact trigger name.
My wrapper handles that reference/lifecycle bit — component auto-finds the AudioComponent on the same actor so there’s nothing to wire: Expose MetaSound Parameters To Blueprint. Disclosure: I built it.