Sound Cue via PlaySound in a Behavior Tree

I’m making a dialog tree and trying to add voiced audio via the PlaySound Tasks in a Behavior Tree. I get the Dialog text I set in the Widget, but I can’t seem to get the PlaySound to come across in play mode. Do I need to code anything on my player character to get this to happen or something? At first I thought I just had the wrong Composite or ordering but I’ve tried them all and I can’t hear my audio cue trigger in any configuration I could think of. If I’m going about this the wrong way and there is a better way to add VO to my dialog, please point me in the right direction. Otherwise, what am I doing wrong with this behavior tree?

From what I understand, I need to get some sort of Audio trigger (Custom Event, Function?) in the Widget Blueprint to call the PlaySound task. Does anyone know if this is correct? If I could see a simple example of how I can get a Play 2D Sound or similar node to execute from from a Behavior Tree event, I would be most grateful. Also, if you think i’m going about NPC dialog voices in the wrong way, please also enlighten me to the correct way.

Solved here: Audio to match a dialog system built with Widgets and Behavior Trees - Audio - Unreal Engine Forums

Hey it says that the post is not found, do you know where i can find it?

Oh no, they took that post down? Honestly, I can’t remember the solution. I think it had something to do with using a different node.