That’s the first thing I thought of, that when the volume reaches 0 or is out of reached it gets stopped. But I see you have tested that case.
Screenshot of code is a snippet, so can’t see everything going on. If with what you got there the audio works fine without attenuation, skip next part. otherwise / general advise:
Can still be a lot of things, so best to debug by testing one change after another, and not make multiple changes at once.
on the screenshot i see a number of nodes (delay, timer, deletion) which can act cursed. First off you need to put breakpoints on the blueprint nodes, run the game and see if all of the breakpoints get hit. You can read about breakpoints here.
Next be sure that the timer runs properly, and that deletion of any actor or component (your code screenshot suggests it) does not influence (stop) the sound played.
If the sound (should) play after inspecting that, but remains silent with no clear cause, I suggest creating a clean environment (new blueprint, no complexity) where you just play the sound immediately. That removes the complexity of the surrounding code while investigating.
If you are certain attenuation itself is the problem, you can start from there. You’d want to post the version number of the engine you are using and check online if there is a known bug for it, optionally make a copy of your project and test it in another engine version as it is.
I’d avoid doing so and stick to common values. “crazy” values only behave properly if developers deal with them properly in their code.
Also, you’ve probably browsed a ton of posts already but I’ll post this one here
There’s so much to configure that can go wrong