We have to migrate into Sound cues for our project and I can’t seem to find anywhere online or in the documentation on how to create custom params and monitor the changes on the cue within the sound cue editor? Or is it just built so that I can ONLY listen to the changes when they’re set in blueprints?
short answer: sound cues have no runtime parameter system of their own, and never did in UE4/5. the cue graph is evaluated at mix time with nothing exposed you can drive or watch like a parameter, so there is nothing in the cue editor to monitor. that is not a documentation gap, the feature does not exist there.
what to do instead:
- if you are migrating something parameter-driven (state, intensity, blends) into cues, that is a step backwards. Metasounds are the intended replacement: inputs show up as normal pins, you can drive them from blueprints or audio components every tick, and the Metasound editor previews with live values while it plays. rebuild those cues as Metasounds and the monitoring question solves itself.
- if you just need to see what a cue is doing, the sound cue editor supports breakpoints on nodes: while it plays in PIE it shows which paths are actually taken, which is usually enough to debug why a branch fires.
- for variation inside a cue there are the built-in nodes like random, switch and continuous modulators driven by sound class mixes, but none of that is a custom settable parameter.
so keep cues for static asset playback, move anything with runtime parameters to Metasounds.