On this new code breakpoints at the “play sound at” nodes are still hit? I don’t see anything immediately on the screenshot there
Breakpoint is hit fine.
Have you tried pulling that branch apart a bit?
- Try removing the “delete actor” from “Finished”
- Try removing the “launch actor” node. (does it launch away from sound or smth?)
just guessing at this point. It’s about reducing the possibilities, or preferred, working up from the simplest state.
- Disconnecting the “Finished” pin from the Timeline in the “Destroy the Enemy” part of the Switch Tree doesn’t do anything
- Disconnecting the “Launch Character” from the “Attacks the Player” part of the tree, the SFX works as intended
Well I must guess because I don’t see the game, but I could assume the character is launched with X velocity, maybe high up in the air, and at some point (see the delay), perhaps while the character is still falling, a sound is played at a certain location. However, the character keeps falling away from that location to the point that old location can not be heard? That’s all I can make of it
. Launch Character is a method I don’t remember, custom (maybe irrelevant)?.
I have to take a look at the Launch but I’m trying to play at location on the Mesh & not on the root component (which is a Collision Cylinder/Capsule component thing) thing.
Isn’t “Launch Character” a built in Unreal Engine thing, because I can find official documentation for it? or am I missing something?
Ah then yes, need a moment to get back to my files. I’ll quickly check what it’s about in the source code.
Still, I guess we pinned the problem to the launch method. Do you hear the sound if you set the launch velocity to 0 (or just a small amount)? Think the position of the sound played vs the position of the sound heard mismatches. I know you already tried large values on the attenuation config but something doesn’t add up. It’s a bit confusing.
I’m doing the launch from a different Blueprint that, on Begin Overlap, applies the “Launch Character” on an overlapped component
But I think I have to put a pin on this for now because it’s real late where I am right now
Same here goodnight. Debugging works best after a good sleep