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Why does the concatenate node break when hooking in a dialogue player node?

[See pictured example] A sound cue is created using the concatenate node to play dialogue with radio squelches.

As designed: 1. radio squelch IN sfx plays 2. spoken dialogue line plays 3. radio squelch OUT sfx plays

However, for some reason the concatenate node breaks after the dialogue plays. Results: The radio squelch OUT sfx does NOT play.

Any fixes for this? I have a work around in place right now but it is very time consuming. With hundreds of dialogue lines to come, it will be unnecessarily tedious and time consuming to set up customized delay nodes for each line of speech.

Please help! Thank you. ~G

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Product Version: UE 4.11
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asked May 23 '16 at 11:11 PM in Bug Reports

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Hey GB0NE,

There were a number of bugs reported with the functionality of the Concatenator node within the Sound Cue Editor. They were all somewhat related and the majority of them have been fixed for 4.12. Try testing your issue against the most recent preview release to see if still occurs there as well.

In regards to your workaround, you could build some blueprint functionality that uses the On Audio Finished command and then play the radio squelch out. You could even take it a step further and make sure that when the Sound Class dialog completes, play the squelch out sound. You could make the squelch in and out their own separate cues, and then when any 'Dialog' sound class completes playing, it can play the radio effects.

Let me know if you have further questions or need additional assistance.


Andrew Hurley

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answered May 24 '16 at 02:42 PM

avatar image GB0NE May 24 '16 at 05:51 PM

Thanks for your quick response! I'll look forward to version 4.12!

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