EDIT: Spawn Sound at Location does not work either.
EDIT 2: Play 2D Sound did not work either. Mesh collision types have been changed and tested and nothing seems to work.
Hi guys,
I’m making a simple footstep detection system that uses LineTraceByChannel to check the distance between the foot bone and the ground, whereupon a sound will play when the foot makes contact with a properly tagged surface. However, there appears to be a bug in which the PlaySoundAtLocation function does not run when hitting a complex mesh.
I’ve tested it with Unreal’s basic meshes and no matter the size, the sound triggers properly. However, when I use any complex meshes, including the stairs and platforms that came with the Third Person Level, every other bit of code that runs on impact runs as it should but the sound does not play. I’ve tried debugging and testing on different variables, and I’ve already made sure that the meshes are set up with proper collisions, generate overlap events and even checked the Physics Material. Even switching to a collider-based system did not solve the issue at all as the sound still refuses to play, but according to the simulation visualizer, the function is actually called and runs as intended.
To clarify, I’ve checked this issue with a variety of meshes and the only time it actually triggers was when I stepped on basic meshes provided by the editor, even when the mesh in question have been set up following those basic meshes. Size has proven to not be a factor, and it shouldn’t be as the location detection uses the impact point of the line as the location to play the sound at. For further clarification, the system is created for sequencer use so that the sound properly comes out during animation and rendering without having to stress over the timing details of putting in the footsteps. However, I also tested this with a third person game mode and the same error occurs.
If anyone has any suggestions, solutions or workaround, do comment down in the replies. Thank you in advance.