AnimNotify sound stops triggering when bFollow set to true

So I have a simple attacking animation on my character, which contains anim notify events for trails and sound effects. These work fine except for one thing. Because the player can move while attacking, and attack while in the air, it is possible for the player to move quite far during the attacking animation. When this happens, the sound effects noticeably attenuate, as expected. This is because the bFollow flag is not set in the anim notify.

However, if I set that flag, an odd thing happens. The anim notify event only seems to trigger while inside the original attenuation radius for the sound. That is, when the player is spawned, it seems the anim notify is caching the area in which the sound can effect. This means that the sound works correctly within a 3600 unit radius of the spawn location of the player, and is otherwise silent. Obviously, this is completely useless, and not at all intended behaviour. I don’t know if this has been fixed in 4.9, but I couldn’t find information on it, and so thought I should report it.

Hi Hoeloe,

Would you be willing to provide the project file for us to repro on this end? You can send via dropbox, google drive or as a Private Message to me on our . While not altogether necessary, it would help to speed up the repro/reporting process. Either way, thanks for bringing this to our attention.

Hi Hoeloe,

Since we have not heard back from you in a while, we are closing this thread for tracking purposes. If you would like us to enter this as a bug to be fixed, please supply the requested files and include steps to reproduce. (You do not need to send your entire project. Instead you can migrate the files in question to an empty project and include only those files in a zip file in any of the ways mentioned above.)

Thanks