Ue4 play sound attached. I’m not sure though, but I know it .
Ue4 play sound attached. My guess was that calling DestroyComponent on I'm confused with your image for "sound at location", where is the player? If they were to the left of it, would it not production the same effect that you want? In the ship image, could you offset the sound at location to be slightly outside of the shop? That way as you want by the windows you hear it fade in and out from one side? I feel you are overthinking this. I’m not sure though, but I know it Unreal Engine 5: How to Replicate Sounds in Multiplayer ModeWelcome to our Unreal Engine 5 tutorial where we dive deep into the fascinating world of sound re Oct 11, 2018 · Expected Behavior: Add a Sound Cue Actor from a Scene to Sequencer and “Play” the sound. Thank you for reading. all refer to sound components, not blueprints. If I click the play button in my audio file It’s just like its playing but I cannot listen or hear anything. Navigation Unreal Engine Blueprint API Reference > Audio Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. The siren turns on and off when its a Spawn 2D sound node Nov 28, 2015 · Hello guys. Playing Events with the FMOD Ambient Sound Actor The FMOD Ambient Sound is an Actor that holds an FMODAudio component. Sounds really shouldn't be played on the server, as no one will hear them. From ambient sounds to interactive sounds of vehicles or weapons, from music cues to spoken dialog, audio in a game can make or break the user experience. I thought the problem is on animation notify but that´s not the problem. The weirdest thing is that all of the ambient sounds are being played, but none of the player-triggered noises are played. ‘Spawn sound at location / attached’ will give you a pin and you can kill it, but why bother if it’s only a couple of seconds. I can drag and drop them alright in the project, and they work fine. Contents:1. This function allows users to create and play Audio Components attached to a specific Scene Component. Can someone help me please? Hi guys I have a “Play Sound at Actor Location” which plays a heart beat sound when near enemy. Jun 1, 2016 · I saw a few ways to play a sound in BP: Play sound at location Spawn sound at location/attached Add Audio component and call Play() on it When to use which method? Jul 4, 2015 · The nodes are called “play sound at location” or something similar that makes one assume that it will be playing at location. Thanks, . Give this a shot, -W As of Unreal Engine 4. It doesn’t look like there is a way to disable this behavior, but even if you could it wouldn’t return a useful value due to a known limitation of the API. Otherwise you could use a Jan 15, 2017 · Hi all ! I think this is an easy question, but when adding audio tracks to a level sequencer it seems to play the audio direct to the player. Then if you walk into another, another piece of dialogue plays. 🔔 Subscribe! 🔔 Subscribe / @buvesagamedevelopment ☝️ Subscribe: / @buvesagamedevelopment Add sound to your unreal engine 5 projects. I simply want to attach a sound to a moving actor and to follow the actor. See example below. I tried stop node , pause nodes , destroy nodes , with delays , the music just keeps on Oct 28, 2015 · I could use “Play Sound at Location”, but that seems tiresome if I’ve pre-positioned the sound to where I want it already. But it keeps playing and overlapping when it plays again. Am I just misunderstanding how Audio Components and sounds work in UE4? Creating a powerful audio experience is an indispensable part of video game development, it gives life to your characters, animates your environment, and engages players in an immersive gaming experience. Hi there! I’m novice in FMOD and UE, and I’m trying to play sound (event) at specific location. So you need to do a clariication there for example: UGameplayStatics::SpawnSoundAttached(DamageType->DamageSound, FirstPersonCameraComponent, NAME_None, FVector(5,0,0),EAttachLocation::KeepRelativeOffset ); When you do that, it should compile perfectly fine! Nov 4, 2014 · Hi, Currently we only expose two versions of play event. Some people mentioned that the play sound doesn’t destroy itself, but that sounds nonsense to me, if that would be the case then this is susceptible to memory leaks. To get this location, I need a reference to the object, and a GetWorldLocation node. That’s it! Feb 18, 2023 · Hey all, Im working in UE4 right now and I have a character with an attached Audio Source. How to stop the audio from playing when player is away from enemy and not overlapping when he sees another enemy? Jan 5, 2018 · If you use “Spawn Sound 2D” then the sound will play everywhere. 25. 1 onwards that allows Unreal Audio Engine to be used alongside middleware like Wwise. Destruction objects let you simply define sounds in the asset but there is not anything like that for physics objects. How do I do that by using blueprints? If drag fmod event onto editor in UE it start play when I start the game, but I need only at specific location. 🎮 If this video was usef Jul 13, 2025 · Hi again, as seen in the title → does the node “Spawn Sound Attached” pile up attached sounds if called repeatedly and not being destroyed after each call when playing is done? Example blueprint: I don’t know how t… Just make a blueprint out of the plane mesh and drop a "spawn sound attached" node at begin play. Add action sounds, ambiant audio and sound effects. Nov 20, 2017 · Hi i will make it simple i have my m4 i wanted to have a sound when i shoot i tried both nodes play sound at location and spawn sound attached but it seems both doesn’t work, the first play sound in one location and the other telling me something about a missing component:/ i will really appreciate the help, i want to make my m4 sound work as long as i press the mouse button. I have tried with and without attenuation. In this section we are going to learn how to import and play audio files in Unreal Engine. I have tried some variations but I cannot make the sound stop when the emitter is destroyed. Can someone help me? PS Mar 6, 2017 · For me it looks like the compiler can’t say which of those functions you want to use. I have tried packaged online with Oct 19, 2014 · OK, so I have a bunch of sounds playing, and I have a piece of dialogue that plays after you enter a box trigger. You can just add the sound to the level Dec 6, 2015 · I have a looping alarm sound triggered by going through a door. only server is normal. You need to store this in a variable so that later when you decide to stop the sound, you can call the Stop function on it. Sound is vital to creating believable and immersive environments. For example, when playing a breathing cue on an FPS, what would be the benefits/negatives of spawning the sound attached compared to controlling the audio cue as an AudioComponent on the blueprint? Having the AudioComponent Oct 2, 2014 · Hi, I’m using the Play Sound Attached function when a player presses a key on my Blueprint, but it’s not replicated. I have an audio component using a looping metasound asset, and as the title suggests, when the player starts from outside the audio source radius nothing happens (even when the player enters the audio region). Aug 7, 2016 · This is a good answer. but when i try with my client it sounds like it plays two or 3 footstep sounds. 20. I have tried out multiple audio files and used default audio files too but the result is the same no sound. Use OGG or WAV file format2. These Notifies are useful for synchronizing foley-type sounds to animations, such as footsteps, cloth movements, and similar repeatable sounds. same thing. I attached two images that show how I call the blueprint and custom events. 26 (speakers only… not working with headphones), then after close and open the engine, to check if that might help, I get no sound at all, not even cues work with speakers or May 29, 2014 · In your Blueprint, use the Set Sound node to assign it to an attached Audio Component (added via the Components Tab). Attaching Sounds You can create spatial audio effects for more immersive and dynamic cinematic audio, such as 3D sound and distance falloff, by attaching Audio Tracks to characters and objects within the Level Sequence. We have a task on our list to Jun 24, 2024 · Can’t find or figure it out so that metasound is attached to the actor and when sound is played from audiocomponent(not play sound at location or other functions that take SoundBase), sound is playing from actor, even if its moving… With Niagara, there are multiple ways to play audio directly. Thanks! Playing FMOD Events in Unreal Engine 4 In this tutorial we will learn how to play FMOD Events in Unreal Engine 4 by using the Blueprint nodes provided by the FMOD Integration plugin and by writing simple C++ code. Demonstrated by Montreal-based composer Michael Gary Dean. If it’s looping / long then yes, you need to kill it. Can anybody explain to me how to do that after ue4. The Unreal Audio Engine is a robust audio engine that supports a wide variety of features across all platforms supported by Unreal Engine. How do I do that with Learn how to attach a MetaSound asset to an object or actor in your level. Particles and Animations have this ability. My screenshot Spawns Sound Attached to the door Actor, but you may use Spawn Sound At Location and feed it with the door’s Sep 13, 2024 · Sound attached to a moving actor never plays Development Programming & Scripting question, play-sound-at-locati, Blueprint, unreal-engine CoDrift1 (CoDrift1) September 13, 2024, 5:17am 1 However, I need to enable a parameter in the sound cue which I cannot do with the "Play Sound at Location" function. I have tried with fmod and with normal engine audio. Adding an Auto-Activate track and toggling to “on” does nothing. This is part of the transition to remove Matinee from UE4 completely in 4. You don’t actually need an audio component either. The Audio Engine system in Unreal Engine provides tools and features that offer ways for sound designers and engineers to mold audio to match their visions. For now you will have to use Play Event Attached and attach the component to the world, or the character. The problem for me is in fact Play() not playing sound attached to UAudioComponent. An animnotify event calls an event on the character which plays the sound. You really only need an audio component if you need to modify the sound while it’s playing – either to change volume, pitch, or stop a looping sound. You can then play/stop that audio component and specify the location at which the sound is played from with a Set Location node. I want it to interrupt the previous one rather than play over it. Why? The “Play Sound x” are supposed to be “fire and forget” sounds, whereas the “Spawn Sound x” are supposed to return an audio component reference to Play, Stop and Destroy it manually. “Spawn Sound Attached” also returns an audio component reference, but yet it gets automatically destroyed after a while. Thing is, I want to attach one of the sound files to an existing asset. Does anyone have an idea? Here is how the object is declared in my game instance class header: UPROPERTY(EditDefaultsOnly) UAudioComponent* idleVillage; Then later it is created in Apr 24, 2022 · There are various ways, inside the Actor BP, right click search for Play Sound, there are options: Play Sound 2D, Play Sound at Location etc. Play Sound At Location instead of Spawn Sound At Location, then you don’t have to worry about Audio Components lingering around the level on sounds that aren’t looping. Jul 17, 2017 · If you need a fire and forget sound, you should not Spawn the sound but simply Play the sound (just be aware that you can’t do anything to the sound afterward as there will be no Audio Component). I have this SoundCue: How to play it in C++ code? The only thing I found online is to create a new SoundCue pointer: SoundCue* PickedSound; Thanks in advance! Apr 20, 2016 · “Spawn Sound Attached” is a “fire and forget” sound. Apr 11, 2016 · No need to deal with audio components. For some reason in my level blueprints, components mode simply isn’t an option, so I can’t make an audio Jun 2, 2021 · You are calling Play every tick. Fade out, stop sound, etc. Most likely there are some broken connections somewhere and I might have to re-import animation and redo the animation blueprint. What's the best way to get rid of them all? Jan 16, 2018 · Did this work for anyone? As I understand if the “play” function causes the audio to play right away, as soon as you start the game. 3]: No +Tracks are available to Play the sound. The code I provided in my comment is all that is needed to play a sound, but if you can’t understand that than you should focus on a walk-through the sample projects or go through the C++ tutorial video series. Jul 30, 2022 · Hi, Does anyone know if there is a way to play quantized sounds, that are attached to specific actors? Mar 8, 2020 · Hello! I want to loop the song that play’s on the main menu of my game, but I have no idea how. A sound cue can switch between playing multiple sounds, apply effects to the sound based on input, etc. Visually I can see that the last parameter on spawn sound has a “auto destroy” bool parameter and the play sound has a “owning actor” parameter. Sep 23, 2015 · I would like to start playing a sound (which is looped) at a random time within the audio file. Mainly I This function allows users to create and play Audio Components attached to a specific Scene Component. The lights are working fine. Topic Replies Views Activity UE4 - Create FMOD Audio Component at Runtime in Blueprint Unreal Engine 4 2307 November 14, 2017 Play An overview of the current state and future vision for Audio in Unreal Engine 5. Apr 10, 2024 · Hello! I’ve created an audio bank using Fmod, it made “Events” for me afterwards which contain all of my sound files. Jul 16, 2018 · Hello, I am trying to play audio from a video in UMG. I got the video properly working, however, since the upgrade to 4. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space. I’m not too technical on how sound is optimized and how the engine processes it, but I think once the player completely fades away from the sound then it only exists in memory, instead of trying to process 0 sound, if that makes sense. For example in the attached screenshot (It looks like you’re using “Spawn Sound at Location”), I call Stop on the Audio Component Object reference. Learn different ways to set this up, and the best method to use with your specific project. I thought that if I set the sound itself to looping that would fix it, but after waiting till the end of the song, it stopped. Add directional and attenuated sounds (sound comes from certain d In this tutorial you’ll learn how to use the Sound Wav files to create Sound Cues and add them into your levels using Unreal Engine 5. Im having an issue in regards to when the player picks up multiple items in quick succession, the sound that the Audio Source plays gets overwritten, and cuts off the old sound and plays the new sounds instead. Jul 16, 2014 · I want to attached a sound effect to an object and have that sound effect only hear by one of the players in a multi-player game. Any help on how to solve overwriting attenuation for play sound notifiers in animation? Thanks! Dan Jul 6, 2025 · Hello everyone, me and my sound designer are wondering what the reason is that >sometimes< the sound effect he produced isn’t in sync with moving actors I created, such as platforms. In UE3 you could assign sounds in the physical materials but that is missing in UE4. I have verified that the event is being called on the correct objects on all clients and the listen server but the sound will only play on one. then i tried to test game with 3 player windows. I’m spawning a (Again, prevented terrible things like static with two waves playing on top of each other at the exact same time) But yes unreal engine does have a mixing system you can apply to each individual audio asset, so you can assign it things like weapon, music, voice channels and tie them to an in-game audio settings menu. server and client. format , created a sound cue , then made a simple blueprint for box overlap , spawn sound at location , this is all good , but getting the music to stop seems to be another story. Combined with the power of Blueprints and a new multi-platform audio mixer that enables audio digital signal processing (DSP), procedural synthesis, a customizable submix graph, and a flexible C++ API, the audio engine is fully capable of shipping high Apr 7, 2019 · In my case the audio stopped working entirely when i enabled attenuation, so i had to attach the audio component to the actor, otherwise the audio wouldnt play: Mar 16, 2017 · I have an audio component on a character. If you want to play a sound attached to a scene component, it’s probably easiest to use SpawnSoundAttached. A quick guide on getting started with MetaSounds in Unreal Engine. In Unreal Engine 4 (UE4), we can integrate audio in our games in numerous ways. Dec 23, 2020 · I’ve finished making a demo for SFX designs I’m trying out, but whenever I build the project, certain FMOD sounds are not being played. If I could get it to start play at random times, it wouldn’t sound as repetitive. Why not just use play sound at location? You can fade it in and out at a set distance as the player gets farther away. Dec 22, 2022 · Hello. This is a good option for UI Sound FX. Mar 24, 2019 · I am trying to do a simple blueprint that sets the player on fire when walking on a trigger. server is all normal. We copied this design from the standard Unreal sound classes but we have also noticed that it is too restrictive. In particular, the second paragraph about creating a blueprint to play sound attached seems to do what you want. Ideally I would like an emitter in the world to play the audio from a specific location. Jun 14, 2022 · I have some trouble understanding the difference between them two. Event Tracks Sound Sound Notifies are used to play sound effects from imported Sound Waves, Sound Cues, and MetaSounds. (trigger, do once, play sound attached) but I want this to stop when I destroy an actor. Quick guide on how to use audio in Unreal Engine 5. : If I´m inside the radius of the attenuation distance, it works but when I go out I have an FMOD audio component attached to the mesh, and used "Play Event Attached", but no sound plays, and I cannot for the life of me figure out what needs to be done. 18? Kind regards, ERuts Attached my blueprint and the components Sep 4, 2014 · I Placed some music in the game, but it’s 2D Sound, it just plays where ever i go/Wherever i turn. You can still convert Matinee actors to Sequencer assets using the Matinee to Sequencer Conversion Tool. Quick and easy video on how to trigger a MetaSound from Blueprint using a "Spawn Sound Attached" and an "Execute Trigger Parameter". 18 I need to use a “Media Sound Component” in an actor blueprint in order to be able to play sounds. Add Voice Low-pass Filter and Voice Volume RTPCs associated with the Collision_Velocity Game Parameter, with curves as shown in the following image: Create an Event called "Play_Impact" that plays the sound. 24, you can no longer access the Matinee Editor from the Cinematics Menu and Details Panel. Jul 6, 2019 · ’Play sound at location’ does not have an output pin so you can’t store and kill the sound anyway. For example, when playing a breathing cue on an FPS, what would be the benefits/negatives of spawning the sound attached compared to controlling the audio cue as an AudioComponent on the blueprint? Aug 2, 2022 · Sorry for a bit clickbait title. For the application controller I created a simple UI that fire off the playing of audio. To attach an audio track to a source within your level sequence, expand the Audio Track in the Sequence Editor's outline and select a source from the Attach property's drop Nov 11, 2019 · hi. Hello everyone, I've a question for you fine folks about best practices when spawning and controlling audio! **What is the optimal way of playing regularly used sounds**. Not only the word “attenuation” doesn’t say anything about it being required for the node to function as its name suggests, it is well hidden under that arrow, suggesting that this parameter is at least Jul 3, 2016 · There are basically three sound playback functions in UGameplayStatics: play a 2D sound, play sound at a certain location, and play a sound attached to a scene component. Jun 26, 2015 · With the release of version 4. Specifically none of the sounds that I’ve attached to be played during running animations are not being played. Apr 6, 2021 · Hey @hillofgold, a simple way to do it without a Cue is to create an array of Sound Waves, populate half of it with opening sounds and the other half with closing sounds, then on every Event select a random Array Index from the relevant half, and trigger that sound. I want to play an Audio in C++. Not only The Audio Engine system in Unreal Engine provides tools and features that offer ways for audio designers and engineers to mold audio to match their visions. Play attached which creates a component, and play at location which is more lightweight. I am making an object that slides down a mountain and smashed through stuff, so we need the audio to come from the impacts on the object location, not directly on Jan 2, 2019 · hi , so I imported a music track in wav. In the UE4 editor Jul 31, 2014 · Hi everyone, I have been using notifiers to attach sounds to walk animations in our 3D environment but you cannot change the attenuation of the sound to make a fall off range, any time it plays in the level it is a 2D sound and for multiple instances of the model despite location plays the sound. The server should tell the clients to play the sound via a multicast RPC. May 18, 2019 · Hi Guys, Ok, I got my Animation Montage working just fine, but I am at a loss on how to add “Sound” to it? I have things going on in the Event Graph as well as the Anim Graph is that where i need to add the Sounds? Please any gudiance will be appreciated. What could I add, so that the song keeps looping? Edit: if you want ambient music, don't set it to an actor. Oct 9, 2016 · Sound cue refresher (skip me if you're familiar with a sound cue) A sound cue represents an encapsulated group of logic around a sound or sounds. I’m obviously doing Jul 16, 2018 · Hello, I am trying to play audio from a video in UMG. If you have a audio component in an actor, it will work like “Spawn Sound Attached” and you’ll have to play arround with the attentuation settings. 8 of Unreal Engine, playing audio actually became a great deal easier for 2D games with the addition of PlaySound2D. 26) At first I thought it was an issue with my headphones, I removed them and checked in my computer “speakers” as output, and I was able to listen to UE4. You can have your player controller blueprint attach FMODAudioComponents onto the actor that you want the sound to follow around. Unfortunately there is currently no way to retrieve the Spatializer min and max values from FMOD Studio via Blueprints, but Dec 17, 2016 · Hello, I have a widget that plays a sound 2D in its blueprint. AudioLink is an Unreal Engine feature available in Unreal Engine 5. then i did the same for client 2. Thank you! You can change several of the properties or settings of the AudioComponent through Blueprints or C++ during runtime such as fading the audio in or out, playing or stopping it entirely, adjusting the volume and other settings which can be found on the Sound Actors page under the different properties sections. My setup is this (roughly broken down): → New BP actor → Add static mesh of choice → On Event Begin Play → Add Timeline → Define positions for time and location on X/Y/Z axis as needed → Hook Update Jul 31, 2020 · The Play Sound at Location node needs to know where to play the sound, and in my case I’m playing it where my Trigger Volume is located (which is likely where my player is located to hear the sound, having just stepped into said Trigger Volume). void UOpenDoor::OpenDoor(float DeltaTime) { AudioComponent->Play(); OpenDoor is called in Tick so this is constantly going to call Play resulting in no sound. I’m also trying to get a sound to attach to and move with a plane, but the plane visibility and movement is triggered later in the game so I need the audio to start with the plane. its a multiplayer. This means that a Oct 17, 2016 · When the ‘monster’ makes a noise, you can either hear it coming to or away from the player I have Tried: to make the ‘audio’ component attached to the ai (much like the spotlight) SideNote: very similar problem, how to add a event play attach to the ai (Example: if the monster touches the player, the player ‘dies’ or lose the game Apr 16, 2024 · There is no sound in the engine after the last update (UE4. I have not yet found a way to do that so if anyone has any ideas I would appreciate hearing them. I have over 40 sound cues to destroy (birds, crickets, etc) once a storm moves in. So really all I want to do is stop a sound. Oct 29, 2014 · There are examples of playing sounds using Audio components in there. Currently, all you can do is toggle the auto activate, but this does not actually “Play” the sound. I have a few problems with my audio. is there something im missing? Even after the actor blueprint is destroyed, the cues inside them keep playing. How do i make it so that sound is in just ONE spot, and whenever i turn, the sound could be on each ear like 3D Audio? Apr 26, 2015 · Use Play sound attached, it has a Return value which you can use for the Stop function. i did my playsound footsteps in my animation of my game. Nov 15, 2021 · The FMOD Audio Component returned from Play Event Attached has Attenuation Details Override Attenuation enabled. Aug 18, 2022 · Hey guys I am using unreal engine 5. Mar 16, 2016 · Upon further investigation I realized that my sound notifiers weren’t working because I was sending a float variable into an ‘Evaluate’ object to run through the frames manually through the blueprints rather than just triggering the animations. Buy me a coffee? - https Feb 1, 2020 · Hi, I want to play a sound when left mouse button is clicked and then stop when it’s released. The music cue is longer than I need , so I am trying to figure out how to stop it. I know there is Spawn Sound Attached but that takes in something called a scene actor component and I have found little information on what that is and how to use it. Jun 10, 2020 · Completed the Blueprints Quick Start Guide and now attempting to add an audio component to play a sound when I hit a trigger (Blueprints Quick Start Guide | Unreal Engine Documentation It appears to work, but the blueprint also fires the audio component as soon as the blueprint runs, eg, as soon as I hit play in the blueprint editor, or when I hit play to test the level. Create a Game Parameter called "Collision_Velocity". 18? Kind regards, ERuts Attached my blueprint and the components Jan 16, 2023 · Obtain a short sound to use for a physical impact and import the sound into Wwise. . Then there is “Spawn Sound At Location” and “Spawn Sound Attached” which have attentuations. Probably want to setup attenuation as well. What May 8, 2022 · Hi! I’m finding quite difficult to get working the audio attenuation in UE5. Create an event or input key and attach to that selected node. Nov 8, 2022 · What is the proper (performance cheap) way to add sounds to physic objects? With that I mean collision/impact sounds. I cannot play any sorts of audio both in my editor as well as in my game mode. That includes spawning a fire emitter and playing a fire sound for the time the emitter exists. In my game when the player picks up an item, the audio source plays an associated sound. This means that a clean version of the sound can be produced once in an external application, imported, then crafted within the engine to create the desired result. This is my blueprint : It works fine except for the sound part. However I’d guess I just do something wrong, but can’t figure out what several days already. On the ohter hand, if the player starts playing INSIDE the radius, then the attenuation works as expected Mar 4, 2015 · PlaySoundAttached does not accept a USoundCue Development Audio question, Sound, unreal-engine, CPP anonymous_user_f7a04d9e (anonymous_user_f7a04d9e) March 4, 2015, 1:02am 1 AudioAsk questions and help your peers Developer Forums Write your own tutorials or read those from others Learning Library Nov 4, 2014 · It should be really simple to implement, maybe a Blueprint node which you can call from a AudioComponent with SoundCue attached, where it will simply tell you what the WaveName is that is currently playing - This would allow people to make the Blueprint do specific things depending on which sound / song is playing or have a UMG which tells them Dec 9, 2017 · Hi Ridley, sorry for the late and thanks for your interest. I have seen people use different methods for ambient music, but for now, I just wanted an actor to be playing the music. Current Behavior [4. Essentially, I have a nice looping machine gun sound, but if you burst fire, you always hear the first segment of the loop. In this chapter I'm trying to wrap around my head around **what is the most efficient way of playing regularly used sounds**. You can do the same with the AI. Why? Only the player who pressed that key can hear the sound. How do I stop this sound? Another method that would suit my needs is stopping every sound. Thank you!!! May 22, 2019 · When you spawn a sound you are returned an Audio Component Object reference. However, I need to play the video with sound in UMG. I did it like this: static ConstructorHelpers::FObjectFinder<USoundWave> sound (TEXT ("/Game/Sounds/Sound")); gunSound = C… Setting "play sound" in the animation directly instead of "Notify" works. I make a new empty proyect, first person and insert a sound in a sound cue, press play and it works perfect, but when I check on override attenuation I have diferent issues: 1. I have a machine that is set to be destroyed (Triggers and e, gate, destroy actor and attached actors that need destroying, play sound attached). It’s a pickupable key, I want it to have a sound cue telling the player, that he is close to such an item. 131qt8 2ktj gea zcen fe7vl2x 9olupgr a5 hjhpiw 6n5dnx v14
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