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
Are you getting any errors or warnings at all?
What versions did you upgrading from?
Hey Cameron,
No error and we;ve upgraded from UE 4.18.3 and the equivalent FMOD version (not entirely sure which one though).
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.