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.
