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.