Stopping sound from other BP when component overlapped doesn't work!

The cubes have no clue what is going on, and should stay this way. It’s the player that is the instigator here - I think it would be better if the player held onto the reference and was driving the logic.

  • in the cube actors:

Work in the DoOnce here if needed and handle the sound.

  • in the player who has a small sphere overlap they can touch the cubes with:

The sound will play in the cube we just touched and stop in the one we touched before; there can be any number of cubes and they do not know about each other’s existence - avoid creating hard references if you can.

I hope I got it right.