Heyy. I discovered this very annoying bug with attenuation on enviroment sounds. In the new UE update, when a sound is placed into the world (just raw sound) and attenuation with spatialization is applied to it, it works completly fine. The problem starts when you swap the sound with a sound cue or a metasound. The attenuation only works if the player starts in the radius (can be the inner or outer one) and world origin is in the radius as well. Otherwise, the sound never plays. Also, if the origin is included in the radius but the player leaves and comes back, the audio stops working as well even if the sample is looping or if the sound is a sine. I know Im not the only one having this problem because everyone that I asked to try it out had the same issue.
Yes! I am having the same issue, so far the only temporary replacement I have done in my project is to use a “Begin Actor Overlap” for a trigger box that “Play Sound At Location” however that is limiting and is not the best way to go about it.
I tried changing the Attenuation Function to Inverse, it worked at times but fails another time, it is pretty frustrating.
I checked the project in it’s UE4.26 version and the overriden sound cues work fine as they are supposed to.
Having this same issue, was this marked as a bug?
Bug has been fixed in 5.03
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great to hear!
I still have this issue in UE 5.1.1
Did you ever get this resolved? I am having the same issue too!