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?
Are you getting any errors or warnings at all?
What versions did you upgrading from?
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)
I will make sure this is fixed for the next release.