Hey guys, this might be a question more suited to the Unreal forum, but thought Id try here as well…we’ve recently noticed that all of the footstep samples in our game (UE4) are not releasing when the sample/event stops playing. Ive captured the Lifespan for these events in the Profiler window, and unless we limit the “Polyphony Max Instances” for those events (which is our current fix, but we still want to know why this is happening), they seem to keep stacking up and never release. Oddly this is only occurring with the footstep events (all characters) and not with any other one shot events (ie. Jump Land, Punch, Hit Reaction, etc). These are using a ray cast from each foot socket for material detection, triggered via Animation Notify event tags via Blueprint using the “Play Footstep FMODEvent Using Socket” component. Only the Footstep events are not releasing. Any ideas?