That’s interesting. My DefaultGame.ini is set up similarly. I was under the impression it needed to be attached to a physical component such as the capsule component for it to work…? or it just falls through the floor like and any other detached component. I did have 100% success setting it up on the character and casting to the player state for registration using sessions on packaged builds using multiple internet connections on separate networks. It all executed from the player character inputs.
This worked perfectly on LAN. I proceeded to celebrate like Alexander Graham Bell. Switched to dedicated servers and it ceased to function. I do receive the loopback call “1” on the log though on event begin play when testing, but no voices. Haven’t been able to dedicate enough time to either:
a. get it to work on a dedicated server
b. implement another solution
One thing that I found today while configuring ports in the BaseEngine.ini and not the DefaultEngine.ini is that:
“[Voice]
bEnabled=false”
Is also specified there and was set to false!.. I did not know that, yet it still worked on LAN. Just bouncing ideas here, but I wonder if it not attached to a component has anything to do with it or perhaps maybe the BaseEngine.ini [Voice] setting there is messing me up or maybe you also. I’ll be trying that myself tomorrow, maybe it’ll help one of us. Here is mine:
“VoipRef” is connected to a voice settings variable. “MakeVoiceSettings” must expose the pins first. This is UE4.26.2. I know UE5 has newer settings, but should work close to the same. I’m curious about your findings regardless of the outcome here!