Audio component will not load after a delay, if used before, crashes all sound.

Its hard to explain in the title, but my project uses 2 different sound components, when loading a new map using server transfer, it will not load the correct sound if placed in front of a delay of 1.5 sec, it completely negates the rest of that line.

As a sidenote, whenever I do a check if a certain sound component is playing, it always returns false, same goes for my music component, when it’s clearly playing.

This image shows a different loading path that work where the delay is after the music events and it works fine.

The path that is causing me this problem is this:

This does not start the new music playing, it does work on the second component so I know that the correct values have been put in.

This breaks both sound components and neither of them play.

This is what the Play Music and the MakeSureAudioIsLoaded looks like:

I have been banging my head against this for a few hours now, testing with delay nodes, trying print strings but I can not seem to be able to make it work.

Does anyone have any idea what is happening here or why this is causing such a big problem for me?

/Amoe

If you breakpoint the Branch in your “Make Sure Audio is Loaded” macro, what do all these variables return for value?

Triggering logic between levels is always challenging for me, I end up usually working in the Game Instance and cascading delays.

Running it in PIE results in all true, so I know they all exists. I am running it through my GI and into my Player BP when the player spawns in, using the GI to maintain the current level to load and making sure it doesn’t run the check twice.

/Amoe