Hiya TheJamsh,
There are a few steps involved in setting up an envelope follower, but once you have it, you can do whatever you want with the data; whether that’s feeding scalar values in a Material Instance or driving some other game parameter!
The first thing you’ll want to do is set up a Source Effect of the Envelope Follower type:

Then you’ll want to put this effect in a Source Effect Chain. Source Effect Chains are pre-attenuation effect chains processed in order of listing that you attach to a source sound (Like a SoundWave, or a SoundCue, or a Synth, or whatever you like).
Once created, you’ll want to attach it to your source sound like so:
Once you’ve established which sound you want to follow, in whatever actor you want to create the effect in, add a special component called the EnvelopeFollowerListener (this is a component that will link the Envelope Follower to a Delegate call in your BP). Additionally, you’ll want to add a reference to your Envelope Follower Source Sound Effect so you can link the two together.
Once you’ve added your Envelope Follower Source Effect Reference, you’ll want to make sure it’s referencing the correct asset:

Then you want to register your Envelope Follower Listener to listen to your Envelope Follower Source Effect–basically, this says, hey EnvelopeFollowerListener component, I want you to Listen to this specific EnvelopeFollower Source Effect. You can also unregister (which is awesome, because it means you can register and unregister based on blueprint logic).
Once you’ve registered them together, the On Envelope Follower Update event (which is bound to the EnvelopeFollowerListener component) will send out delegate information with float data you can use however you wish!



