I think this is kind of a situation where it would be best to look at blueprints as it’s kind of outside the possibilities of the SoundCue editor (though having a random location node might be helpful for lots of things). It shouldn’t be too hard to do though, I’ve mocked up the basic flow for a level blueprint:
So there you can see that a delay node is used to wait between 5 and 10 seconds before playing a sound. The sound will then play and link back to the delay node so that a sound will play again in another 5 to 10 seconds (this will vary each time, not just be every 7.7 seconds). I’ve then made a random vector that’s +/-500 units in the x and y coordinates (no z so that sounds don’t come from above or below but that could be included if necessary). Add that to the current position of the camera (or player) and it should result in a sound coming from a random position around you.
While this was made in a level blueprint, it could easily be made as an actor blueprint, with variables for the random ranges and which sound to use. You could then make multiple instances of this blueprint with different sounds/random ranges that could easily be reused in different levels.
