Hey Unreal Audio-heads,
I am having an issue when trying to use MetaSounds with a Sound Wave that has is being actively overwritten. My intended flow is as follows:
- The player can record sound in a scene using the Start/Stop Recording Output function
- This overwrites an already existing Sound Wave
- This Sound Wave should be accessible within a Meta Sound Source
However, whenever I overwrite the Sound Wave, I am then unable to play it within the Meta Sound. If I do a similar setup with an Audio Cue then it works perfectly - however, I want to be able to use the output variables that MetaSounds allows for.
Is there a way to use overwritten Sound Waves within Meta Sounds?