MetaSound Trigger not working always Force stop input and re-enable button input

Hi,

i control a MetaSound in 3 Stages from my player pawn
its like in the Video presentation like the gatling gun
charge up middle loop and then shoot
but the shoot makes problems from time to time
sometimes it doesnt have any problem for several sessions
sometimes it spams the whole log

image

i also tried all variants for the trigger command with boolean like
in the tooltip recommended but the error

PIE: Error: Blueprint Runtime Error: “Attempted to access AudioComponent_2 via property K2Node_DynamicCast_AsAudio_Parameter_Controller_Interface, but AudioComponent_2 is not valid (pending kill or garbage)”. Node: Execute Trigger Parameter Graph: EventGraph Function: Execute Ubergraph BP Player Ship Blueprint: BP_PlayerShip

keeps coming back

i also placed the metasound into the level like recommended in forums here

also doesnt help :frowning:

i also did ?is Valid but then i have the problem that it doesnt always trigger
thats really bad because i have a running loop then

pls help :smiley:

i think it would something like get all actors of class but metasounds is no class?
dont find it there

1 Like

wow ok
after finally finding the right phrase where to cast to
and also switching the execution chain on dying
everything works without errors
except one terrible thing

when i keep holding the fire button
the shot deattaches from the player and the sound is triggered
BUT
the respawned player has a fully charged shot attached on spawning
while the last shot before dying is still flying away
oO
so now the question would be
is there a way to clean up the pawn before respawning?
or any idea what causes this?

well after surveing the blueprint
i am still perplexed
the input action is being stopped
so somehow the pawn keeps the last input
information alive
oO

help :smiley:

well after learning about the delay after destroying actors in general i
tried this with up to 5 seconds delay and also from the player controller
bp in case this cycle cant be handled by its owner but
nothing help so question would be, is there some way to forcefully interrupt
input?

destroy attached actor
and destroy actor also dont work oO
the second just destroys the already flying projectile
only way would be to force a button release somehow

:frowning: disable input doesnt disable the fire button just movement

Ok found it