UE5 AudioReactive Blueprint Master Tutorial
Audio Reactive · 7,690 words · 38 min read · EN

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In this video, I'll be covering how to enable reactive materials, how to trigger this blueprint and sequencer with a trigger event, as well as showing my process of how I adjust my material reactions live during simulation. I will also be showing my brand new audio to curve setup that will allow you to quickly convert any audio track into an animation curve, opening up a whole
new world of possibilities. We'll also be going over layering animation by using parent objects to drive additional animation on top of any audio reactive mesh. Before we dive in, I want to give a quick shout out and special thanks to the team at Easy Biome. Today, I'll be demonstrating my audio reactive setup using one of their forest trees and their powerful master material. The links to their
YouTube channel as well as their Fab store are in the description. Here is how to very quickly set your blueprint up to be triggered via sequencer. So assuming we have our blueprint in the scene. All we need to do is go up here and do add level sequence. And I'm just going to leave everything
default right now and just hit save just to get it open. So now we have our sequencer. First thing we need to do is drag in our BP audio reactive. Now from here we can create a event trigger. So you click on the little plus sign. We go up to event and let's go to trigger. So now this trigger event
is going to connect into the blueprint. Let me show inside real fast. So here is our triggers and this is the sequence track trigger we're going to call from sequencer to start all of our audio reactive logic. Okay. So back into here and events. Let's go ahead and create a key frame. Now, I like to put the key frame after the uh first frame. That way, it's not being triggered by
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