How can I open a level after a sound cue finishes playing?
Hi there, so here is the situation: I have an object with a trigger volume. after I enter the trigger, the object starts playing a sound cue. What I need is that, after this sound ends (note that I have 9 different sounds with various durations and the play randomly when I enter the trigger), the player is transported to a new level (which I have). How Can I make this work with blueprints?
asked Feb 09 '17 at 09:14 PM in Blueprint Scripting
Current UE4 sound system is so primitive that it does not even track head of played sound, so it not even possible to implement such events in C++ so there nothing in blueprint either. The new sound system (watch last week stream to hear about it) is hell lot of better and it should solve your issue, in mean time you are forced to use some timer system on your own which sadly can go desync when engine might lag (like 5FPS limit when you minimize editor, desyuncs engine timers with sound system imidietly), but generally you should not really care about it, if sound will delay once in a while it should not be game breaker.
answered Feb 09 '17 at 11:12 PM
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