My idea is as follows: This game is a stage for my next album, and I only want music playing when the player is moving in the stage. This means I need to keep track of where the user is in the song at all times, and constantly check if there is movement. Is there a right way to do this without using a ton of CPU and RAM? I want to make this system as non-destructive as possible so people with low-end computers can play this game as well.
Check velocity and pause/resume the music accordingly.
If I pause it in the blueprint, will it save the current position? Is there even a way to do that?
I just started yesterday, learning the ropes. It doesn’t seem like many people have asked this, or there haven’t been clear answers to my question.
If you want to pause/resume song/audio based on movement, you can use a simple function to do that. I put one together quick time. Song starts to play when game starts, if you’re moving it keeps playing if you stop - music pauses and when you start moving again audio is resumed. Of course it’s very crude. Let me know if that is what you meant. It might be a starting point for you. 
I think I got it after some tinkering, I haven’t tested it yet, will update thread when I run it
Is there a way to make it play different audio files when this one ends? And then when it’s out of audio files can it stop playing music?
I’m very new to unreal, actually, I just started yesterday on this project. I plan to be done with this game in 4 months, so any help is greatly appreciated 
It’s quite alright, I’m not that advanced myself (self-learning). It comes with time. I was just thinking about music for my own game and you could setup a array of music files and then just fish them out of there one by one. You could randomize it that way too.
I will put together a very basic setup and post it here.







