is this what you are trying to do??
so lets say you have an asset in you’re content browser , in you’re case its a trash can . you want to make a blueprint attached to the trash can that when you put it into the world and something hits it , then it will play a sound??
if so mine worked. Here is what i did.
so just right click the chosen asset in the content browser and go to create blueprint using this actor.
Then inside the blueprint events right click and add the onComponent hit event
then set it up like this. Drag a reference to the static mesh into the event graph
Then drag a pin out from the reference and create a get socket location node. in the socket name write the name of you’re socket. in my case this is test
make sure the names are spelt exactly as they are in the socket manager
then just plug the return value into the location value on the play sound at location nodule. so you’re finished blueprint will look like this
One final thing on the play sound at location nodule . click the drop down box shown by the arrow and select you’re sound that you want to play. in my case i used the default editor sound called compileFailed
here is a demo project with it all working . just take the cube blueprint drop it in the scene multiple times and then run into it with the character and the sound will play.
https://www.dropbox./s/3mop09w1nl8a8gr/Sound%20test%20project.zip?dl=0
let me know if this helps thanks
[/QUOTE]
So this seems like exactly like mine is set up, the only difference is there is a vehicle involved in the collision (as opposed to a character). Also in your project (for some reason) I was unable to locate the socket you created on the mesh, but no matter, the sound does work and is heard in your example project (Thank you for doing/sending that).
Another difference between your setup and mine is that the BP for the trashcan has already been created, so I’m using that, as opposed to creating cube and starting fresh. I can’t tell any differences between our setups though, otherwise. I even noticed that you do not have “Collision generates hit events” checked, which seems odd but it’s working for you.
It may be something with the vehicle blueprint because I can’t think of any possible thing wrong with my set up.
I guess I’ll keep looking into it on the vehicle side.
Thanks again. Much appreciated.