Summary
Mass vehicles are using same AudioController for all simulated vehicles, despite setting up different values in WorldAudioData trait in vehicle’s MassEntityConfigAsset.
What Type of Bug are you experiencing?
Audio
Steps to Reproduce
- Open ‘CitySample’ project.
- Open MassCrowd map.
- Play the level.
- Show debug audio sources: au.3dVisualize.Enabled 1
- Walk up to two different vehicles.
Expected Result
Each vehicle should use audio their own config (MassEntityConfigAsset → WorldAudioData Trait).
For example: vehCar_vehicle03_TrafficVehicleAgentConfig should use “Sedan” AudioController,
and vehCar_vehicle02_TrafficVehicleAgentConfig should use “Hatchback” AudioController.
Observed Result
In my case, all vehicles used “Hatchback” AudioController (Audio file: sfx_NPC_VehEngine_Hatchback_Meta).
Affects Versions
5.7
Platform(s)
Windows
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Additional Notes
Probably this issue is caused by missing UPROPERTY() in the FWorldAudioDataAudioControllerParameters MassConstSharedFragment (in WorldAudioMassEntityTrait.h).
Because of missing UPROPERTY(), EntityManager can’t distinguish between FWorldAudioDataAudioControllerParameters with different AudioControllers (FName).
