Audio Bug In NavModifierVolume?
I'm playing footstep sounds through a line trace Blueprint, and sound is cutting off when I enter a NavModifierVolume. I changed collision to IgnoreOnlyPawn and my sound worked.
I need to have the pawn recognised as I enter, so is this a bug or can I solve this somehow? I've replicated the bug with another volume to check it wasn't a one off.
Thanks for your time :) NJ
asked Jul 06 '15 at 02:48 PM in Bug Reports
We are almost there as far as information needed. I need to see the process you took when creating the custom event 'AnimNotfy_Run' so that you were able to call this within your event graph of your Animation Blueprint. There are various ways to set this up and each way functions differently as mentioned in the documentation below.
I just tested a simple 'EventHit' within the CharacterBlueprint to play a sound at location when entering a volume, and I had no problems with my sounds within the level. Although this test is not the exact same set up, the problem could lie within the way you are calling the sound to play within the Animation Blueprint.
answered Jul 09 '15 at 07:24 PM
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