Hello, I am currently working on a semester project and I am encountering a problem with the cut playback function inside of unreal. Inside fmod I am using events with labeled parameters for the voicelines in our game. In these events, each value contains a phrase of dialogue and I have the cut function enabled on each phrase so that if the parameter is increased while a phrase is still playing, it will stop (picture top). This works inside fmod and also inside the content folder in unreal. The problem appears when the event is used inside the blueprint for the dialogue. The way the dialogue system works is that every time the player interacts with an NPC, a new speech bubble with the dialogue is displayed until there is no more dialogue. We then use this to set the value for the parameter of the fmod event so that each speech bubble plays its associated voiceline (picture bottom). If I now interact with an NPC in the game, the voiceline is played and the parameter is also increased when I interact again, so that the next voiceline is played, but if I interact again while a voiceline is being played, the current voiceline doesn’t stop and continues to be played, even though the new one is already being played.
I hope I have explained the problem in a somewhat understandable way and I am grateful for any help I can get.