Anyone happen to know why a wave file that’s spawned in the game instance via Spawn Sound 2D, and set to persist across level transitions, won’t persist when the wav is set to looping?
It works fine if I uncheck the looping option. I’ve tried the “Set UISound” function to no avail, as well as group to music, and sound class to music, in varied combinations. Nothings working while it is set to loop the music.
I can see there are some old posts about this but no real solid answers. If anyone has any ideas, please let me know.
I dont know the solution for this exact case, but I found the open level
handling with partial reset of some things, full reset of others, etc of UE
cumbersome.
What I do to avoid all that is design the game with a single MAIN-ROOT map and everything else are just stream levels on that one.
This way you can do stuff like fast loading the light main root and put some animated graphics while you load other stuff and work with async loading of everything.
This way the game is always ‘alive’ and you dont have that problem of things dying when you switch level. I feel I have a lot more control this way.
I’m just using standard maps (not open world), and calling ClientTravel with type ETravelType::TRAVEL_Absolute (tried the other types to no avail) in C++. Nothing fancy per say. At this point, the client is connecting to another local map, not even the server yet. That works just fine as well still if I don’t attempt to loop the sound wave.
I could find a work around, but seems odd that just having the looping option ticked breaks it.