How can I add a sound before "destroy actor" node?

Self explanatory. I need to play a sound right before my inventory item is picked up, therefore destroyed.

yup, use the “play sound at location” node. that’s a stand alone asset played in the level, so if the actor that called it is destroyed, the sound doesn’t care.

I created a YouTube video. I hope it helps. :slight_smile:

In regards to the video: For the multiplayer case I just realized that the destroy event might run on all clients already. In which case the switch on authority before binding to the destroy would not be needed and the multicast play death sound would not need to be a multicast event. Alternatively I guess one could just play the sound on the overlap event and only destroy in the server case, but if the client player becomes out of sync then the sound might repeat itself. I think this alternative might be better on network traffic.

I ended up doing what is in

the photo. The “Play” node would not do anything so this is a way to play the sound without too much fuzz. However it slipped in some other actions besides the one I wanted so I’m looking into that now!

If you need an actor to live a little longer before it gets destroyed you can use SetLifeSpan instead of Destroy.

And also thanks to you!

I have a system here that kept the item I “rode” in the world but with no further chance of using them. So I thought of trying to work my way around by using a delay but that in fact delayed the entire blueprint code procedure from there-on and I simply used destroy actor and be done with it - but your heads-up helped me soft-destroying them now :slight_smile: