Yeah sorry, you are right I mixed both. As you can see in my C++ header I have two member:
- An USoundBase to hold the sound reference to play (you will be able to set the sound here)
- An UAudioComponent to handle the player (so you will be able to play and stop the previous sound)
In Recieved Notify Begin, just do as you did in your previous comment, use SpawnSoundAttached and save the Audio Component Reference you get here. (But if I remember well, you may not be able to change the variable in the notify blueprint, which sucks)
In Recieved Notify End just call stop on your Audio Component Reference
If you can modify variable in the notify blueprint, just go for the C++ solution since it’s working (I used it already). Sometimes, you just can’t do what you need in blueprints.