Here is more info and a pic of what’s working for ALL clients EXCEPT the listen server player.
I have 8 players in my multiplayer game. Everything works as intended (gameplay, variables, VFX, server travel, player possession) by only using Blueprints and audio is my only remaining hurdle.
I have been so close to getting everything to work as intended by calling sounds straight from the character/Player controller blueprint by getting the controller in my character blueprint and casting to my player controller blueprint where I then call a custom event to connect to the correct sound.
This works on all 7 clients - meaning the player-only sounds play correctly on their respective machines - but NOT on the host/listen server player. When I try to cast to my player controller blueprint, the cast fails if the player is the listen server.
I feel like if I can find that ONE right check to do for that host/listen server player and then play sounds it should work. But even dragging off “failed” on my cast to play a sound plays on all players.
So before I dig into making my own BP struct for each sound effect (which I’m still a little fuzzy on how exactly to do that in BP), do I sound close enough to getting it in my character blueprint?
Last item of note: when I play sound off of an input action on my character Blueprint, it works perfectly on all players. No casting needed. No work-arounds. It just…works. (Like when it’s in a chain initialized by the fire button input event or pressing any key/gamepad button event.) All of my issues here are resulting from being initialized by Event Begin Play or Event Hit.