UE4 used to have a sound effect on compilation sucess & failure in-editor. Is there any way to enable these again in UE5?
Same need, esp. odd as I can still see Engine Content > EditorSounds > Notifications > CompileFailed / CompileSuccess sound cues (see video for UE4: https://www.youtube.com/watch?v=PCTi8mTxvDQ)
Someone even commented that the tutorial works for UE5 as well, so it must be usable. I think I remember hearing the sound once, maybe we accidentally disabled the setting for editor sounds at some point? Then we need to find where to re-enable it.
Edit: I found this editor preference, Enable Editor Sounds:

and it’s checked, yet I don’t hear anything including on Play/Stop. In-game sounds do play normally. Something must prevent my editor from playing sounds…
If willing to alter the engine, open MainFrameModule.cpp and make the following change to the function FMainFrameModule::HandleReloadFinished:
void FMainFrameModule::HandleReloadFinished( EReloadCompleteReason Reason )
{
// Only play the notification for hot reloads that were triggered automatically. If the user triggered the hot reload, they'll
// have a different visual cue for that, such as the "Compiling Complete!" notification
if( Reason == EReloadCompleteReason::HotReloadAutomatic )
{
FNotificationInfo Info( LOCTEXT("HotReloadFinished", "Hot Reload Complete!") );
Info.Image = FAppStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
Info.FadeInDuration = 0.1f;
Info.FadeOutDuration = 0.5f;
Info.ExpireDuration = 1.5f;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = true;
Info.bUseLargeFont = true;
Info.bFireAndForget = false;
Info.bAllowThrottleWhenFrameRateIsLow = false;
auto NotificationItem = FSlateNotificationManager::Get().AddNotification( Info );
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
NotificationItem->ExpireAndFadeout();
}
// Move this line outside of the conditional
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileSuccess_Cue.CompileSuccess_Cue"));
}