Description

Sounds attached to moving actors do not appear to be respecting custom AGV conditions.

Steps to Reproduce
  • Enable the Audio Gameplay Volume plugin
  • Create a new Actor Blueprint
  • Add a VolumeProxy as a component to the Blueprint, and in it's details tab in Audio Gameplay set Proxy to AGV Condition Proxy
  • Add an Attenuation Component to the Blueprint, and under Volume Attenuation set Exterior and Interior Volume to 0.0
  • In the Class Settings tab on the Blueprint, add the interface Audio Gameplay Condition
  • In the Audio Gameplay Condition Interface, doubleclick the Condition Met function and add a reasonable condition. It can be a simple condition - I tested this with a basic bConditionMet bool that I toggled with a key press
  • Place an instance of this Blueprint into the level
  • Create a MetaSound with looped audio, and assign it a SoundClass with Apply Ambient Volumes checked
  • Place an instance of the MetaSound directly into the level
  • Open PIE and toggle the Volume Condition on and off - observe that this causes the MetaSound to fade in and out
  • Remove the MetaSound, and add a moving actor to the scene. Attach the MetaSound to this moving actor via an Audio Component
  • Open PIE and toggle the Volume Condition on and off again

Expected Result:

  • Both static and moving instances of MetaSounds respond to changes in the Volume Condition Proxy

Actual Result:

  • If the MetaSound is attached to a moving actor, it is completely unaffected by the Volume Condition Proxy

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Backlogged
ComponentAudio-Gameplay-Engineering
Affects Versions5.1
Target Fix5.5
CreatedMar 24, 2023
UpdatedFeb 29, 2024