I finally found a way. Basically, Trying to access already decompressed data in the engine is a no no. It’s all buried deep in the engine in a packaged build. I think the best way is to take the resource data which has raw compressed data (usually OGG vorbis), and have the engine decompress it again into the RawPCMData buffer. then you can access it in a packaged game. I just tried it and it’s actually a super fast process too. The nice part is, when the USoundWave gets destroyed, there is already a check in there to clean up that buffer if it exists. very handy.