AudioComponent does not appear to play on host in multiplayer

I posted this question on the [Unreal Engine Forums][1] but have been unable to get a response there.

I’ve got the following Blueprint set up to attempt to modify an AudioComponent’s volume and pitch according to user input. It works perfectly in single-player mode and in remote clients in multiplayer, but no sound can be heard at all on the listen client (host).

https://forums.unrealengine.com/attachment.php?attachmentid=24385&d=1423008377

I cannot seem to figure out why it’s not playing.
This is how the component is set up:

https://forums.unrealengine.com/attachment.php?attachmentid=24386&d=1423008438

Strangely, calling Play on the AudioComponent in response to some event like a keypress does cause it to start working on the host, but calling Play in an event such as BeginPlay does not. Surely that’s a relevant clue, but I can’t figure out what it’s trying to tell me.

https://forums.unrealengine.com/attachment.php?attachmentid=24389&stc=1&d=1423015690

It does not matter which sound I use, and I’ve tried looking everywhere for a solution to no avail. Surely there’s something wrong with how this is set up, but it’s not obvious and I cannot find any information that seems related.

Did you find an answer to this? I’m having the same issue here. Although I’m working on an SP game - and the Play is firing correctly but after a number of times (a random amount) it seems to stop working.

I have yet to get a single response to the question, and never did figure it out.

I ended up abandoning Unreal Engine for my current project. I’ll try again on the next project.