Is it possible to modify EQ/filters on a sound class in real time via Blueprint?
I'd like to modify the EQ/filters applied to certain classes of sound in my Blueprints in ways that go beyond automatically fading mixes in and out. For example, I'd like to tell a cutoff filter applied to a class of sounds to slide its resonant frequency downward based on a timeline curve during specific game events. Is there currently any way to do this?
asked Jul 28 '14 at 08:38 PM in Blueprint Scripting
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