Crossfade by Distance isn't working ingame

This probably is a very silly problem, but I still can’t find a solution to it, so… I’m trying to use the Crossfade by Distance node in the Sound Cue Blueprint to get differently pitched versions of a beep sound based on the distance to the player character, similar to the way parking sensors would sound when you get closer to an object. But for some reason, the crossfade by distance node doesn’t seem to work, because as soon as I use it in my blueprint system, there is no beep sound ingame. If I directly link any of the modulators to the output, it does work (just of course without varying sounds), so I’m pretty sure the problem has to do with the crossfade by distance node.

Also, using the “play cue” function in the Blueprint editor, I hear all the beep sounds at once, not sure if this is somehow important.

The tooltips are good at explaining what the node does, but not at how to use it, so I have no idea if I maybe need some special attenuation settings or whatever, can anyone tell me what I’m doing wrong?

Thanks in advance :slight_smile:

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Hey, I found this problem today. Problablly it’s a bug inside editor.Try playing in stand alone or selected view that you can see difference. But it’s not a solution because sometime the sound doesn’t play. I found that delay makes playing the sound well in any play mode. So good luck.