Audio "Play At Location" triggers when player enters radius, long after trigger.
For some reason when I play audio through "Play At Location" in Blueprint it does NOT actually play itself if i am outside of the attenuation radius, unless I later enter the radius of the attenuation effect. The audio should have already ended long ago.
I have been unable to find any properties related to this. It creates a time rift where a player passing by something that happened a while ago, will have the audio file playing for him much later.
asked Aug 21 '14 at 02:53 AM in Bug Reports
I'm afraid there are no 'virtual' sounds in Unreal, allowing sounds to play in the background if unheard. Any sound that's asked to play will be queued up and wait to start until the system determines that its volume would be greater than 0. As a way to workaround this I would advise performing a distance check before playing the sound and if you are currently outside of the attenuation radius then don't play the sound at all.
answered Aug 21 '14 at 09:25 AM
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