Metasound triggered from Animation Blueprint Event

Hi, does anyone know a way to have an animation blueprint trigger a call to a Metasound and change it’s input?

I tried to make a simple version to get the basics with blueprints.

Here is the animation blueprint on my character. Character has a Metasound property with the metasound in it. I notice that when I use the “Execute Trigger Parameter” it is a “message” node - I don’t know what this is or why it’s not just a normal node (without message)

Here is the (simple version of) the metasound:

I would really appreciate some help. Thanks!

1 Like

Hey there, any updates on this? Running into the same issue