Two questions regarding Audio and Assets management in UE

I’ve got an UE project, and I need to play audio coming from a third-party API.

  1. Audio is in LPCM format, each frame is two bytes signed integer with little-endian byte order. How I can play audio chunks in this format inside Unreal Application?
  2. Is it possible to import newly-generated audio during runtime without re-packaging the final project?

@dan.reynolds I’d love to hear if there’s anything new in the Audio subsystem covering assets management happened since this post from 2017