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Hello,
After updating to UE 4.19 and FMOD 1.10.06 some audio stopped playing when using SetActive or Activate, unless the Reset option is checked.

I couldn’t find any pattern or anything else that makes these audio similar.
Is there any known issue related to this?

Thank you,
-Adrian

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Best Answer
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It looks like this is a bug introduced in 1.10.06.
The Super::Activate in UFMODAudioComponent::Activate needs to be called after the ShouldActive() check:

void UFMODAudioComponent::Activate(bool bReset)
{
    if (bReset || ShouldActivate()==true)
    {
        Play();
    }
    Super::Activate(true);
}

I will make sure this is fixed for the next release.

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Are you getting any errors or warnings at all?
What versions did you upgrading from?

  • Adrian Lazar

    Hey Cameron,
    No error and we;ve upgraded from UE 4.18.3 and the equivalent FMOD version (not entirely sure which one though).

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