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Unreal Engine 5 music manager

Easy Music Manager is a free Blueprint music system for Unreal Engine 5.5 to 5.8. Background music playlists, requested tracks and tunable transitions, all configured from one DataTable. No C++ and no middleware.

Background music in UE5, without writing code

Most projects end up with music logic spread across a dozen Blueprints. This puts every track and its settings in one DataTable instead. You add a song by adding a row.

Set up a game soundtrack in minutes

  • One row per track, each with its own settings
  • Place one manager Blueprint in the level and press Play
  • The manager reads every row when the level begins, so there is no track count to maintain
  • Blueprint only, no C++ required
Download Free on FAB
Unreal Engine 5 music manager DataTable with one row per music track

Music playlists that play in order or shuffle

Sequential playback

Your soundtrack plays through in the order the rows sit in the DataTable.

Random without repeats

Random mode will not repeat a track until the cycle finishes, so a short playlist still feels varied.

Optional first track

Open a level on a specific piece, then hand over to random selection from there.

Looping per track

Looping is set on the track row inside the manager, so you are not fighting import settings on individual audio assets.

Requested tracks

Combat music, a boss room, a scripted beat. These sit outside the rotation and play only when something asks for them.

Automatic hand-back

When the moment is over, the manager returns to your ambient rotation and picks the next valid track.

Change the music when the player enters an area

Drop a music trigger volume where the music should change and pick a track from the DataTable. The system switches while the player is inside it, then returns to ambient music when they leave. The trigger carries its own transition timings, separate from the manager's.

Crossfade, cut, or fade out then fade in

Three transition modes, with fade-in time, fade-out time and the gap between tracks all yours to set. Change them later without rebuilding your music setup.

Crossfade, cut and fade out then fade in music transition modes in Unreal Engine 5
  • Crossfade: the previous track fades out while the new one fades in
  • Cut: stops the previous track and starts the new one immediately
  • Fade out then fade in: the previous track fades out, an optional pause runs, then the new track begins
  • A demo map ships with it that plays each mode, so you can hear the difference before you pick one

Questions

Before you download

How do I add background music to an Unreal Engine 5 game?
Add a row to the DataTable for each track, place one manager Blueprint in your level, and enable Play On Start. No code.
Can it shuffle music without repeating the same track?
Yes. Random mode will not repeat a track until every ambient track in the cycle has played.
Which Unreal Engine versions does it support?
Builds for Unreal Engine 5.5, 5.6, 5.7 and 5.8, on Windows, Mac and Linux.
Does it need C++ or middleware?
Neither. It is Blueprint only, with no C++ and no Wwise or FMOD dependency.
What does it cost?
Nothing. It is free on FAB.