Sound Cue - Restart mutes Sound Loop

Hi Andrew,

Thank you for taking the time to look it into detail. Setting the Audio Component to ‘Is UISound’ solved the problem for me. However, as the name suggest, shouldn’t this only be used for User Interface sounds? Let’s say I have a car and it has an engine sound, if I press pause and ‘Is UISound’ is set to true, the engine sound will keep playing while game is paused unless I specifically stop the Audio Component.

Maybe I’m not understanding it properly, but shouldn’t be the engine’s expected behaviour to properly reload all Audio Components in an Actor/Pawn when a level is restarted/opened even if its not a UI sound? And why does it works fine when after a restart with failing sound, game is paused and then resumed? (I also observed that with ‘Is UISound’ set to false and setting pause to false after calling OpenLevel worked fine in a blank project, but it didn’t work in a a bigger one (Unless I resume->delay->restart), so it doesn’t seem like a reliable solution either)