So I’ve been trying to record sound waves in UE5 and play them back, but as soon as I set the start time to anything higher than 0.0 the engine just crashes. This happens in the packaged build as well.
This is the setup I used in a fresh project to reproduce this:
I couldn’t find anything about this bug and I haven’t been able to find a workaround either. Does anyone know whether this is just an issue on my end? Or if not, if there’s a potential workaround?
Check if sound “is valid” after recording and before playing. I think it is either not recorded, or for some reason sound asset is not stored properly.
The sound wave is valid and it’s definitely recorded, since whenever I set the start time to 0 I have no problems at all. Also afterwards I can see it as a sound wave in the content browser and I can play it just fine in there. It seems like recordings are saved in such a way that it can’t handle changing the start time for some reason.
The sound wave is valid and it’s definitely recorded, since whenever I set the start time to 0 I have no problems at all. Also afterwards I can see it as a sound wave in the content browser and I can play it just fine in there. It seems like recordings are saved in such a way that it can’t handle changing the start time for some reason.