Dear experts,
-
For Blueprint, when we add a Play
Sound 2D node and selected a sound
asset, is this asset to be loaded at
the very beginning of the game in the
synchronous way? -
For C++, which is the best place to
store USoundWave* of the
fire-and-forget sounds? They are not
audio components so they shouldn’t be
added to actors. Then should we add
them to some persistent data such as
game mode? -
I’m a bit confused about the
documentation of
FStreamableManager::RequestAsyncLoad().
“Objects will be strongly referenced
until the delegate is called, then
Unload is called automatically”. Does “automatically” here mean some time later when the asset is no longer referenced by any objects?
Thanks!