Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Sound Concurrency acting weird bug

Hello, i found a weird problem with sound concurrency when i try to use "stop farthest then oldest", i am trying to make replicating sound actor, and then i am walking around and spawning sounds, after few of sounds(max of 3), it does prevent spawning new ones (acting like prevent new) but it doesn't just prevent the spawning new one, it just destroys the lastly spawned sound!

It happens only when sounds are far from each other, or when i just spawn them quickly while walking, if i stay on place it doesn't bug, it does works fine with single player, problem happens only on multiplayer.

i checked other methods, and they work fine as intended(prevent new/stop oldest/stop farthest then prevent new) those are functioning good, can someone explain why does this happens?

P.S. i just checked, it does spawn audio with null reference(sound is playing), so i cannot access it even with a delay, because initial reference was null, should i just skip that concurrency method? Yet it is the most needed one, i think something is broken here...

Btw more details, the problem is server side, so actually i spawn sound first on server, then multicast on clients(except server), so it is the server's sound gets a null reference on spawn, even if i use multicast for everyone(including server) server gets null reference at spawning, why this does happen?

alt text

Product Version: UE 4.18
screenshot-113.png (36.0 kB)
more ▼

asked Feb 24 '18 at 05:49 PM in Blueprint Scripting

avatar image

Dino zavr
78 6 8

avatar image Dino zavr Feb 25 '18 at 02:45 AM

has anyone checked or solved this bug? or i am just doing the things wrong?

avatar image mhnoni Apr 27 '18 at 09:34 PM

I have same issue with 4.15.3 is it solved with new versions or still?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question