Audio Player Device DELAY bug after 36.00

Summary

The Audio Player is EXTREMELY delayed now in-game when it plays any sounds.
This was not an issue at all before today’s update.

This decreases the quality of combat in my game.

It was not mentioned that this device was changed in the patch notes. A bit confused why this happened.

Here are the properties of my device in paste-able format (using a sound_cue file with no delays in it’s blueprint nodes):
Play Location = Player
Heard By = Everyone
EnabledDuringPhase = Always

{
“Tagged”: [
[
“Audio”,
“(SOUNDFILEPATH-REDACTED)”
],
[
“Volume”,
“1.000000”
],
[
“Visible In Game”,
“False”
],
[
“FadeInDuration”,
“0.000000”
],
[
“FadeOutDuration”,
“0.000000”
],
[
“EnabledDuringPhase”,
“NewEnumerator0”
],
[
“Restart Audio When Activated”,
“True”
],
[
“Play On Hit”,
“False”
],
[
“Can Be Heard By”,
“NewEnumerator0”
],
[
“Play Location”,
“NewEnumerator2”
],
[
“PlaybackSpeed”,
“1.000000”
],
[
“Mesh”,
“None”
],
[
“Enable Spatialization”,
“True”
],
[
“Stereo Spread”,
“0.000000”
],
[
“Enable Volume Attenuation”,
“True”
],
[
“Attenuation Function”,
“NewEnumerator0”
],
[
“Attenuation Min Distance”,
“1000.000000”
],
[
“Attenuation Falloff Distance”,
“1500.000000”
],
[
“Enable Attenuation Visuals”,
“False”
],
[
“SyncPlayerAudio”,
“False”
],
[
“AutoPlay - Create”,
“False”
],
[
“AutoPlay - Waiting for Players”,
“False”
],
[
“AutoPlay - Countdown”,
“False”
],
[
“AutoPlay - Gameplay”,
“False”
],
[
“AutoPlay - Round End”,
“False”
],
[
“AutoPlay - Game End”,
“False”
]
]
}

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Play audio from an ‘audio player device’ via Verse code
witness the delay

Expected Result

Play audio from an ‘audio player device’ via Verse code
No delay in the audio playing

Observed Result

The audio takes a like a half-second to actually play (even on the host client)

Platform(s)

windows