[bug report] delay breaks concatenator in sound cue

I can only assume this is a bug. I have a sound cue that I’m building that is essentially a random phrase generator. I need to add a little delay between some of the phrases, but if I use a delay as the last step before my Concatenator, the rest of the nodes never play after the one with the delay (But the delay itself works fine.) However, if I shield these delays on the other side of, say, my Random branch, things work fine.

For example:

This works, but I’m having to double up my delays. But if I put just the one delay on the right of the Random (just before the Concatenator) then the sound cue stops playing at that one and doesn’t go on to any of the other nodes past the one with the delay.

Hey Mbublitz,

Thanks for taking the time to report this issue. I tested your set up in prior versions of the engine and it seems this issue is only occurring in the preview release. I have created a bug report for this issue (UE-28311) and once our developers fix the issue, myself or another team member will respond with the update.

Thanks again, and let me know if you have further questions.

Cheers,

Just a friendly update from the developers, this issue will not be fixed as your workaround is effective and works as expected.

Fair enough. This one is not mission critical, unlike the other bug I had reported with the Boolean breakage. THAT one is pretty important to me.

Thanks! :slight_smile:

Hey. I had exactly the same problem in 4.11 release so searched and found your question. Using your solution as inspiration, I’ve found that adding a mixer node between the delay and the Concatenator also works, which lets me avoid duplicating delays (I’d have to have 4 more in my case, and would be annoying and error-prone to tweak all 4)

Very good to know! Thanks!