Hi,
I’m loading my sounds in using:
UPROPERTY(VisibleAnyWhere, BlueprintReadWrite, Category = Sounds)
class UAudioComponent* AudioLoop;
in the .h and in the .cpp:
AudioLoop = initializer.CreateDefaultSubobject(this, TEXT("AudioLoop"));
and setting the AudioLoop in the Editor to a looping SoundCue.
I am then doing AudioLoop->FadeIn(fadeInTime)
and AudioLoop->FadeOut(fadeOutTime, 0.f)
in code.
The sound starts instantly and continues to the end of fadeOutTime with no adjustment in volume. It works perfectly in the editior.
Using version 4.8
Thanks