I need to be able to find a way to trigger the sound effect ball bounce every time the ball hits an object. When the ball falls and hits the ground the sound gets stuck in an infinite loop where it plays the 1st milliseconds of the sound over and over. I have to use a unbind all events blueprint to stop the loop but it then doesn’t play any sound on the second bounce. At first I used the below BP
Then someone gave me this answer.
"In a project of ours we use a combination of the max play count and checking the normal impulse. Get the length of that vector and print it. Test at which minimum you want to have the sound played and do a simple branch.
That way it will only trigger the sound when the object hits the ground with enough force which is exactly what we wanted. And prevents silly infinite loops when it’s almost not moving anymore as well."
The only problem is I’m not sure what he means because there are gaps in his explanation and he hasn’t either looked at my thread again or is not going to answer at all. He doesn’t explain how you “Get the length of that vector and print it” my guess is in the pic below. Also he doesn’t explain what “Test at which minimum you want to have the sound played and do a simple branch” means. Can anyone here figure out what the gaps are. If I could then I wouldn’t be having this problem in the 1st place. Thanks.