Recording and Importing audio wave files during runtime without third party or code

Hello All

I hope someone will help in answering this
I’m scraching my head since a while ago
For a project i’m working on, i want to :

  • proceed to a recording of an audio source from the microphone (using audio capture)

  • store a wave file of this recording

  • each time a recording ends, i’m spawning an actor that contains an audio component/metasound waveplayer that plays this recording so i can manipulate it (pitch, loop duration, etc ) in real time (later)

  • close the project, unreal and my computer

  • when I open the project again i need to find every spawned object with its audio wavefile loaded in it so I can manipulate them

  • I 'm using start recording output and finish recording output nodes basically but the only way to have the audio file looping right is through using soundwave which disappears after i close (like the spawned objects) since i haven’t implemented a save level or save game function yet

  • I want to do this ONLY through Blueprints - No Code - No Third party plugins (the Runtime Audio Importer have created bugs during installation of the free version)

I’m a beginner in UE

I’m using UE5.7
I7 / Windows 10
32g Ram
RTX 2070 Super

Thanks !