Build a gunshot inside the Unreal Editor — muzzle blast, ballistic crack, mechanism, room — then press one button and it writes ready-to-use SoundCue and MetaSound assets straight into your open project. Nothing is pre-recorded. Every shot is synthesised from 26 physically-modelled layers.
Open the Shot Forge tab, design a shot, press SEND TO UNREAL. The takes land as SoundWaves, alongside a plain SoundCue that plays a random take per trigger and a MetaSound built with Epic's own MetaSound Builder — all in one folder named after your weapon. Hook the cue to your fire event and you are done.
The button follows the view: SIMPLE exports one shot, DETAILED a whole weapon, DUAL FADE two voices that crossfade as the magazine empties.
Editor-only. It adds nothing to your packaged game. The sounds it builds are ordinary Unreal assets and ship like any other asset.
Unreal Engine 5.6, 5.7 and 5.8, Windows editor. Each engine version has its own build.
Requires two plugins that ship with Unreal — Python Editor Script Plugin (runs the import) and MetaSound (the asset type it generates). Both are enabled automatically. Nothing third-party to download.
Assets build under /Game/TAA/ShotForge/YourName/.
Edit > Plugins and search for Python. Enable it, restart the editor, try again.Settings and tick Show Plugin Content. The toolbar button and the Tools > Tommy Allen Acoustics menu work whether you do this or not./Game/TAA/ShotForge/<YourName>/ — the SoundWaves, a plain SoundCue and a MetaSound Source. If you used DOWNLOAD instead, raw WAVs land in your project's Saved/ folder and the tool prints the exact path.Set Int Parameter "AmmoCount", then Set Trigger Parameter "Fire". If you never wire it, nothing breaks — AmmoCount defaults to mid-magazine and you get an ordinary shot.Questions, bug reports and feature requests go through the Support link on the Fab listing — that reaches me directly, and I answer.