Multiplayer replicated audio

Hey, I have been trying to have working replicated sounds in multiplayer but nothing has worked so far. Neither multicasting the activation of an audio component works or multicasting of a “play sound at location”. Even media sound does not work on client side. How could I fix this?

Hey there @Bho2412! Are you making sure the server is the one calling the sounds to clients? Give the setup in this video a try.

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Related video:

Actually I already looked at that video, but I am making sure the server is running the logic and then multicasting it all. This setup might work fine for nodes, but with activating audio opponents it does not work. If needed I can upload a screenshot of the blueprints.

Audio components inside other BPs? That I’ll definitely have to test. I gave their setup a quick test and it worked out, but I didn’t try any internal audio components. I’ll see what I can find, in the meantime I’d love to see your setup, might help see where the issue lies.

I found out my issue was the engine version 5.0.1, I’ll upgrade to 5.1 soon. I’m 5.0 there are some differences in sound replication if I am not mistaken.

There were some minor changes, but the cue replication should have been working before barring other issues, be wary to back your project up first however in case there are other migration issues. Let me know how it goes!

Sure thing, thanks a lot.

Yup, I know this is a late response but turns out that calling the event from the server and linking it to a multicast node works on ue5.1 (just upgraded) but not on 5.0… upgrading simply fixed it.