Hello everyone, sorry if this is a dumb question in advance.
I have an Actor blueprint which contains a Skeletal Mesh. In the BP, I am running the spawning animation on the SM. There is a sequence of different sounds that I want to play during the anim, which is easily done with the Play Sound notify, but I want the pitch of each sound to be randomly shifted.
Now, I COULD create a MetaSound Source for each of the wave files with the same copy-pasted pitch randomizing script inside and use that as Sound instead of the raw wave file, but this feels beyond inelegant.
Is there a way to somehow parametrize a custom notify BP to use the built in Sound property that to facilitate the pitch shifting?
If not, any other advice for achieving what I described at the beginning is much appreciated.
Figured it out - it was indeed a dumb question because I did not notice that Play Sound node expands into other properties such as Pitch Shift… With that, everything can be neatly packed into a custom Notify and used from within the animation object.