Going through older forum posts I found this morning. First test will be to see if muting and unmuting works.
A few years too late however I appear to have fixed this issue my adding a “Do Once” node at the start of my VOIP Initialization event which is called on begin play inside my player pawn. Making this reply in hopes that someone will see it one day and not have to struggle finding a solution for days like I have done
[image]
[image]
UPDATE: This solution is no longer functioning after some more testing. I have ended up just purchasing a voice chat plugin. It is much simpler and setting up …
There is also this one below that claims that you need to replicate the VOIP creation across clients, and have it on the pawn. I am not going to test this yet as it will take a bit to re-write my blueprint. Maybe I’ll test it in my next post or so.
I found the solution on my own but then forgot how I solved it and couldn’t complete this thread. But, I FINALLY remembered!
There were two things I was doing wrong.
In my original code, I thought I was attaching the VOIPTalker to my player character when I casted. However, apparently, the Add VOIPTalker node immediately creates and attaches the component to the blueprint that calls it. This means the Talker was being attached to my controller blueprint and the only thing I was attaching to …