SoundCue Looping node spatialization issue
We just noticed a weird issue in a project we're working on. If we place a Looping node inside a SoundCue (3D sound), when we hear it in game, if the listener (attached to the camera) is moving the sound is panned correctly, while as soon as the camera stops the sound transitions to the center (the attenuation still works properly tough).
We tested the same thing in an empty project and the panning works correctly, so it should be an issue related to our project setup. Even with the same project settings the issue persists.
Has anyone encountered a similar issue or do you have any ideas about what could cause it?
asked Mar 21 '18 at 04:23 PM in Using UE4
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