Power up your MetaSound workflows with TechAudioTools Content

We’ve released the TechAudioTools Content plugin on FAB, sharing a selection of internal audio tools our own audio team used to support MetaSounds workflows in Fortnite.

Over the past few years, we’ve transitioned our audio pipelines from Sound Cues to MetaSounds, which created the need for custom tooling to efficiently create, manage, and edit thousands of MetaSound assets. To support this, we developed an ecosystem of editor utility–based tools that allow for faster iteration and easier long-term maintenance. While we’re not able to release all of our internal tools, TechAudioTools Content represents a curated set we think will be useful to the broader Unreal Engine community.

The release includes tools like the MetaSound Input Migrator, MetaSound Metadata Editor, and a procedural SoundGenerator MetaSound that showcases what’s possible with MetaSound preset widgets. Since these tools were created entirely in-editor, all of the underlying widgets are included as well, and can be used, modified, or extended to fit the needs of your own projects.
In Unreal Engine 5.6, we released the TechAudioTools plugin with the core tech used to power our tools, MetaSound Viewmodels. Note that these are two separate plugins: TechAudioTools is the engine plugin, and TechAudioTools Content is the Fab plugin containing all of the widgets and blueprints. MetaSound Viewmodels expose properties of MetaSound assets to UMG widget bindings, which makes creation of advanced tools and preset widgets much easier. It’s highly encouraged to spend some time learning how the UMG Viewmodels plugin works, as MetaSound Viewmodels use the same framework. Examples of widgets using MetaSound Viewmodels can be found all throughout the TechAudioTools Content plugin.

We plan to continue updating the plugin alongside Unreal Engine releases starting with UE 5.8. While this initial release is focused on MetaSounds workflows, we’d like to expand into additional audio-related workflows over time, and we’d love to hear your feedback.

Very cool !!! I work with FL Studio, and when I saw your plugin it brought back memories. Is the goal of your project simply to generate a few sounds in Unreal Engine, or can we expect broader possibilities? For example, the ability to create your own instrument like in Native Instruments Reaktor?

Will it be available for other older versions like 5.4?

Does this plugin support for Android and iOS build?

Yeah, you can create music instruments now. Or sound instruments. This feature is meant to help designers build more accessible or compelling interfaces for their MetaSounds.

No, it depends on newer features.

This plugin is meant to help designers build better UI for their MetaSounds. Most of its features are focused around Editor workflows. However there are runtime ViewModels which could be implemented for general runtime visualization.

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In Unreal Engine 5.6, we also released the TechAudioTools engine plugin, which provides the core technology—MetaSound Viewmodels.

Hi Dan,

Following up on your reply—is there any specific documentation or example for the Runtime ViewModels you mentioned?

I’m specifically looking for how to properly implement them for runtime parameter control in UE 5.7, as the current TechAudioTools content seems primarily focused on Editor workflows.

Thanks!