UGameplayStatics::PlaySoundAttached never works if sound is less than 1 second in duration

Awesome! Got your demo project and was able to repro on latest head revision in UE4 no problem. Figured out that issue was in SoundNodeParamCrossFade you were using. Internally that’s implemented as a sub-class of SoundNodeDistanceCrossFade, which is fine for most part (it’s basically same calculation but instead of distance its your blueprint param). However, when it was going to calculate that node’s max distance, it used SoundNodeDistanceCrossFade version because sub-class didn’t override method. fix is to just make a dummy pass-through implementation for SoundNodeParamCrossFade class.

Unfortunately this fix just missed deadline for upcoming release of UE4, but you’re welcome to patch it in yourself if you don’t want to wait. fix is:

SoundNodeParamCrossFade.h, line 23,add:

virtual float MaxAudibleDistance(float CurrentMaxDistance) override;

and SoundNodeParamCrossFade.cpp, line 29, add:

float USoundNodeParamCrossFade::MaxAudibleDistance(float CurrentMaxDistance)
{
	// Param-based crossfades are not a factor in max distance calculations
	return CurrentMaxDistance;
}

Thanks man!