CRI ADX(Unreal Engine) v1
Intermediate Level 22: Controlling the timing of cue sheet load
Before you begin
To avoid confusion in the explanation, please remove the sounds placed in the level and the nodes placed in the level Blueprint in the previous tutorial, "Intermediate Level 20: Handling Cue Sheets with a Large Number of Cues."
Let's try controlling the loading timing of the cue sheet
In the previous lesson, "Intermediate Level 21: Learn about Cue Sheets," you may have understood the importance of controlling the timing of cue sheet loading.
This time, we will introduce how to load a cue sheet when a persistent level starts and unload the cue sheet when the persistent level ends.
Please note that the intermediate level does not cover control methods in other situations.
Try it out(1)
In the UE5 editor, drag and drop the cue sheet asset onto the persistent level.

If successful, the cue sheet will be added to the outliner as shown below.

That's it.
With just these steps, you can achieve the following:
- Persistent Level Start
Atom Cue Sheet asset, Raw ACB Data is loaded - Persistent Level End
Atom Cue Sheet assets and Raw ACB Data will be unloaded.
Try it out (2)
The exact same effect can also be achieved in Blueprints by running a "Load Atom Cue Sheet" node at the start of a persistent level.
