I use voice chat in the project, after creating a session and connecting players to it, everything works. They can communicate. Next, I launch the game map using “ExecuteConsoleCommand” and the command “servertravel /Game/Maps/Name map”. After that, the voice chat stops working. What could be the problem?
Not sure what platform you’re on but I fixed this on Oculus by recreating the AudioComponent for the remote talkers on PostLoadMap. Doing something similar may solve on your platform as my problem seemed to have to do with the SoundWaveProcedural, which was throwing warnings after the server travel.
LogAudio: Warning: Replaying a procedural sound 'SoundWaveProcedural_2147480291' without stopping the previous instance. Only one sound instance per procedural sound wave is supported.
Same problem… Did you solve it?
same here… how did you do it (recreating the AudioComponent for the remote talker…)?
in my project in need to respawn and reconnect the player controller after servertravel (seamingless travel). This leads to the situation, that after servertravel in the GM the playercontroller appears as a new playercontroller for the “HandleNewPlayerEvent” or in “OnSwap…”. The interesting bug therein is, that the voice chat is still working if i do not respawn the player - which leaves the client without a playercontroller at worldposition 0,0,0 - so inmovable but talking haha … It seems, that the chat - audio-device-for-chat can only have one instance and the instance still existing is the old player controller. When i switch the gamemodebase after servertravel (using two different ones) - i can see that the playercontroller ID is indeed changing comparing the “old controller” and “new controller” with the swap call in the GM.
I used CreateVoiceAudioComponent and assigned that to the audio component for the talker data. For Oculus that was in FRemoteTalkerDataOculus, not sure about other platforms though.