My team is working on a mobile game that uses audio input, but we cannot get any data from Android. We have checked the “Add permissions to support Voice chat” in the Android section of the Project Settings. I put some debugging code into the player controller initialization: it uses EnumerateAudioCaptureDevices in blueprints to print all available devices. On my Windows box, I see two—my headset and audio card input. On Android, it reports none. Can anyone point us in the right direction?
For what it’s worth, we have tried two implementation strategies. Originally, we made a PlayerController subclass that included the voice module initialization code. Now, we have moved that to a custom actor component, to make it easier to activate or deactivate, but we see no difference in behavior regarding identification of audio capture devices.