VOIP Talker Attenuation Settings not replicating to clients.

Alright after going fully insane, I went back to the basics and managed to get it working. Below are the screenshots for how it works in my pawn.

  1. Event triggered on beginplay in my pawn:

  2. After the event triggers, we check if the player state is valid. If it is not, we continue checking on a delay. If it is valid we register the VOIP Talker component that we added to our pawn to the replicated player state. Note: The player state is automatically replicated and can be retrieved by right clicking and then searching for Get Player State.

  3. After registering the VOIP Talker, we set the mic threshold and set the voice settings on the VOIP Talker component. This is not a custom variable, just drag off your VOIP Talker component and search for ‘Set Settings’. Then Make VoiceSettings.

And that was all I needed to do.

Doing tests outside of the engine, in a build on Steam confirms that this approach works for the server and all clients.

I also realise EOS has voice chat functionality, but barely any of it is exposed to blueprints, so that is why I am not using that system and sticking with the VOIP Talker for now.