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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?

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asked Jul 28 '14 at 08:38 PM in Blueprint Scripting

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SFtheWolf
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avatar image metalgunner87 May 28 '16 at 06:41 AM

I am trying to figure out this exact problem. I think there has to be a way to use Timeline and in 4.11 there is a set low pass filter frequency node. That might be a way to look into.

avatar image Bartosz Kamol Kamiński Nov 21 '16 at 07:36 PM

Unfortunatly even in 4.13 it seems to not work in runtime.

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