How would I play a soundcue asset that is referenced in a BP in C++?
UGameplayStatics::PlaySoundAttached(USoundBase*, USceneComponent*) seems like one possible solution. However, I’m not sure how to get the second argument, the USceneComponent, for the pawn I’m spawning.
Any help is appreciated.
It appears the following works:
const FStringAssetReference& AssetRef = pawn->sound.ToStringReference(); pawn->sound = Cast<USoundCue>(gameInstance->AssetLoader.SynchronousLoad(AssetRef)); if (pawn->sound.IsValid()) UGameplayStatics::PlaySoundAttached(pawn->sound.Get(), pawn->GetRootComponent());