I’m just calling RemovegameplayCueOnActor (Looping). I cannot find a tutorial or example of using looping cues. Can anyone point me in the right direction.
Setup is From blueprints AddGameplayCueOnActor (Looping) on an actor with no ASC
The gameplay cue class is a GCN looping, with audestroy set to true.
It only plays a sound loop of “whispers”
When I call RemoveGameplayCueOnActor (Looping), the OnRemoved event is called in the Cue actor, the sound stops, but the actor lingers, no matter what I do.
Calling manually End (Recycle) Gameplay Cue on it (and it does get called) or SetLifeSpawn or Destroy Actor : the actor stays alive through it all.
Fiddling with the options such as Unique Instance per actor and the other ones did not yield any result.
So bump up on that problem above, it MUST be a bug.
I’m running into this bug now, and was able to resolve it. There are probably multiple ways to make this bug happen… So, your issue may be different.
UE-5.5.4
I added to actor a GameplayCue with tag ‘GameplayCue.X’
and also activated an ability on my character with an activation owned tag of ‘GameplayCue.X’
This triggers ASC to ‘add loose tag’ on actor, and so when I remove GameplayCue, there was still the activation owned tag causing ASC to think the Cue is still needed.
Removing the Activation owned tag on the ability fixes the problem.