Tutorial: Crash Course: Building a Simple and Reactive Procedural Music System with MetaSounds

In this tutorial we’ll walk through the creation of a procedural music MetaSound, which will change its tempo based on how fast the player is moving.

https://dev.epicgames.com/community/learning/tutorials/m60q/unreal-engine-crash-course-building-a-simple-and-reactive-procedural-music-system-with-metasounds

This tutorial is really interesting, but the example graphs are useless. If you look at this page, you’ll see the problem - but if you’re not interested in following that link, here’s a quick rundown:

First graph (Simple Snare) in the renderer shows nothing connecting to the mono output; I’m pretty sure it’s supposed to be the High Pass Filter, since that’s seemingly connected to something. Input is also seemingly connected to something, but there’s nothing for it to be connected to.

Second graph (Full Simplified Drumkit) shows the same thing as the Simple Snare graph, but copying the snippet produces a different result. Not very different, as it just adds an AD Envelope node with, again, nothing connected to it, either in or out.

Third graph (Synth (Simplified)) shows that something is connected to the second Trigger Repeat node, but there’s nothing there - unless you copy the snippet, in which case it reveals another BPM To Seconds node, which isn’t connected to anything.

I don’t know if there’s anything wrong with the fourth graph. How would I know? There’s a reason I’m following a tutorial. Getting distracted by things not working right is just how I am.

Fifth graph, though. It’s not titled, but it has comment bubbles, a single MetaSound Source node that’s connected to something but the something is invisible, and bugger-all else. Copy the snippet? Same result.

Sixth graph, where it’s connecting to the player’s pawn? Event Tick is going somewhere, but where is a mystery.

I don’t know where I’m supposed to put this, so I’m putting it here. If I’m wrong, please direct me.