Sound Cue Plays Randomly For An Unknown Reason

Hi there, I have this really weird issue which i haven’t experienced before. Pretty much there is just a sound cue which plays at random points throughout the game. The sound cue i’m using is only used inside of sound notifies inside of montages and is not used anywhere else during the code.

Here is where it is referenced:

Here is an example of it happening:

I’m just not really sure what the cause is. And as i’ve already stated it’s not hard coded anywhere.

right click on the woosh file and check the reference viewer to see where it’s being used. Perhaps an animation has a notify placed that is triggered inside of an anim instance blueprint.

It’s just the animations, The animbp has nothing inside of relating to sounds.

Go inside any of the animations inside of the upper image and check the notify the sound is linked to => then search for that specific notify => it will contain the logic (most likely in an animation instance bp)

So for all of the montages the sounds are just sound notifies.

Could an off-screen enemy be doing an attack?

Thank you for that! You’re getting me closer. So i deleted both enemies and now it has stopped so obviously it’s something to do with the enemy code. Just not sure what just yet!

Also I have come to the conclusion it is not an animation montage issue either. As i changed all of them to have different sounds and it still plays the “Whoosh”

I’m back to being stumped as i couldn’t find anything wrong with the enemy Bp or ABP

Could it be an action in the level blueprint? (not sure if the reference viewer would catch level blueprints)

Nope, I have nothing in my level blueprint but I have now narrowed it down to the kick animation causing it. However it’s really strange as I would have thought the issue would have some kind of connection.

For context when i delete the enemy the issue stops. When i remove the sound from the kick the issue stops. However the enemy does NOT use the kick animation at all.

Could an skeletal mesh in any of the characters be set to “Use Animation Asset” with the kick animation instead of “Use Animation Blueprint”?

Broooo, Why are you so smart lol:
image

I was doing some testing with lining up animations and obviously left this in there not thinking it would cause an issue.

Thank you so much!

I’ve just been sitting in this engine for a couple of years. Seen lot’s of situations so I know what to expect from the engine. Not everything can be caught in the reference viewer so then it goes to the process of elimination.

Glad you found your kicker :wink: