Unreal Engine Livestream - Unreal Audio: Features and Architecture - May 24 - Live from Epic HQ

The most efficient means I’ve found of bulk creating/editing synth patches is to set up a MIDI keyboard input system (described elsewhere, in the sticky thread about the new audio engine I think) and also a UMG knob/slider/etc control panel to make adjustments during PIE which persist in your modular synth preset bank. This last bit took me a while to figure out, but you can pass-by-reference in Blueprint to make presets ‘stick’. Eventually I added panel buttons for Create New Preset, Save Current Preset, Clone Preset to New Slot, etc. but the quick and dirty solution if you don’t want to make a UMG panel is to release mouse control from PIE and make adjustments to the preset bank array in a second editor window, while hammering your MIDI keyboard for an updated preview of the sound after every tweak. And if you don’t have a MIDI keyboard, just set up a little looping melody with a Timer hooked up to NoteOn. It’ll get irritating fast, but it’ll do the job :slight_smile:

Setting up your own system like this is ultimately more flexible than the kind of built-in preview you describe, since you might - like me - end up with a synth that’s layering the Modular Synth, the Granular Synth and a custom ROMpler-style sample synth simultaneously, using a custom preset structure, and you’d want to preview the whole thing to get stuff balanced properly. And given that the Modular Synth is intended to be extended, or used as an example for people who want to design their own, I can’t see it ever getting what would have to be a highly specific and inflexible in-editor/non-PIE preview.