Referencing SoundCues in Blueprint using Data Asset Tables

I am trying to make a quick access voice command menu using blueprints and populating it with a Data Asset using .csv tables. However, I am not sure how to properly reference the filepath to the SoundCue asset and convert it into a SoundCue reference in the editor for use in blueprints with UMG.

When I set the structure for importing the data asset to contain a SoundCue or Object reference, I get none as the value. However when I put it as a simple string it will import the filepath, but I do not know how to convert that filepath back into something usable.

Structure:



Any ideas for getting this setup?

Thanks!

I’m trying to get this working as well, but using Actor Blueprint references. Can anyone at Epic let us know (1) if this is possible (or are only float, integer, and text supported); and (2) what are all the Data Type to CSV Prefix mappings?

Hi there,
The file path you are using is not completely correct. There are several ways to get the correct path.
For example you can drag that sound cue into the viewport, go to details, right click on ‘sound’ and click on copy.
Now you have the correct path and you can past it whereever you want.
I think in your case you just need to add the ending, for example:

“SoundCue’/Game/NewSoundCue.NewSoundCue’”

Hope that helps