Elys Persistent Music
Seamless music across levels. One global music track that keeps playing while the player travels from one level to the next, with clean fades when you change track.
Unreal restarts your music every time the map changes, because the sound belongs to the world being torn down. Elys Persistent Music puts the track on the Game Instance instead, so it survives Open Level, seamless travel and level streaming. Call Play Music once and forget about it.
Features
- One global music track, alive across every level change.
- Play Music with a fade in, and nothing happens if the same track is already playing.
- Switch Music crossfades to another track in one node.
- Stop, Pause, Resume, Set Music Volume and Get Music Volume.
- On Music Ending fires a few seconds before the track runs out — you choose how many — so you can queue the next one in time.
- Blueprint-first: eleven nodes and two events, no asset to create, nothing to configure.
- Works with Sound Waves, Sound Cues and MetaSound Sources.
What it deliberately does not do
No layers, no music stack, no Push/Pop, no priorities, no additive mode, no GameplayTags, no stingers, no beat-synced transitions and no synchronised multiplayer music. This plugin is small on purpose: one track, persistent, easy to replace and control.
Need layered adaptive music, priorities, beat-synced transitions, stingers or multiplayer sync? That is Elys Music Engine.
Requirements
- Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8
- No other plugin, no third-party dependency, Blueprint-only projects supported.
Availability
Elys Persistent Music is a free plugin awaiting Fab approval. Packages have been submitted for UE 5.4, 5.5, 5.6, 5.7 and 5.8. It is not yet available to download. The product page will link to the public Fab listing after publication.
The installation instructions below apply once the plugin is published on Fab. For questions, join the Rogue Paradigm Discord.
Continue to the Setup Guide.