Triggers and long sound cues

HMMM
Ok, so there IS a “Is Playing” node when you drag off the sound cue. Interesting … I didn’t know that existed. In that case, this solution is overkill and a bit messy.

To clean this up, I would do the following

In your viewport, add an Audio Component and set your sound file there.

On your overlap trigger, get a reference to the audio component (drag it from the components panel to your blueprint). Drag off this component and create an “Is playing” node. If it’s true, do nothing. If it’s false, drag off the audio component again and execute a “Play”. This eliminates the need for a “PlayingOrNot” boolean and the delay - it should dynamically work regardless of the audio length.

For the text renderer visibility, I would prefer “Set Visibility” over “Toggle Visibility” because it makes it clearer and less error prone.