I’m experiencing the same problem here with Audio Components playing a Sound Cue or a simple Sound Wave.
Pausing & restarting the level using OpenLevel (or with the console command “RestartLevel”) breaks the audio of the Audio Components. The more restarts I apply the worse it gets, for example, if I have a SoundCue with a CorssfadeByParam, some of the input sounds will still be audible after the first restart but after several restarts all of them will stop working.
I tested creating the Audio Components in pawn’s Construction Script and at Begin Play Event, both with same results.
Everything works perfectly when I restart the level without pausing the game first.
EDIT: I was able to reproduce the problem on a blank project with an actor that has an Audio Component with auto-activate checked. Pressing pause and then restart breaks the audio.
Only working situations were:
- To press pause->restart->pause->pause.
- Set pause to false after OpenLevel (This solution doesn’t seem to work on a bigger project, I tried unpausing after OpenLevel, also tried unpausing with/without a delay on Level Blueprint at Begin Play with no luck)