I’ve set up a blueprint that works as a lip-synching tool for a character by triggering a morph target based on the audio amplitude. I’m using the Get Amplitude node from the Sound Visualization plugin (which I’m aware does not package in games, but I am only using this for exporting video). The blueprint will work great for a while, but eventually it breaks, and always at the same place.
I’ve tracked down the source of the problem to the array of numbers that is output from the Get Amplitude node. When everything is working, it outputs an ever-changing array of numbers roughly between 0 and 7000, but at the breaking point (which always occurs at the exact same place), it will return a value of -nan(ind) at index [0] and from there on out it locks up all the other numbers and they just keep returning the same values.
I’ve tried multiple audio files and all of them run into the same problem, returning the same exact values at the breaking point for all 10 indexes in the array, but the breaking point occurs at a different time on each file, so it’s not like all files are breaking at 3 seconds in. And I can’t spot any obvious trigger in the audio wav forms that would be causing a break. Also, changing the settings in the Get Amplitude node don’t seem to have any affect on when/how the break occurs.
I’m really at a loss. Does anyone have any ideas how to fix or avoid this problem?