Deactivating Sound Cue does not have stop blueprint node workaround UE 5.2

Hello,

I just wanted to post this in case anyone was having the same problem as me when trying to deactivate the Sound Cue on the Spawning Weapon Sound FX video on Unreal 5.2.

Problem:

Dragging out from the WeaponFireSound sound base variable reference does not have the Stop Node in 5.2 as shown in the video.

Solution/Workaround:

  1. Add an audio component onto the BP_Marine
  2. Disable Auto-Activate
  3. Create a Set Audio Sound Pure Const Function that returns an audio component reference to use to
    set the audio component sound to your WeaponFireSound soundbase variable.
  4. In your StartFiringWeapon function, call the Set Audio Sound function after the muzzle flash and
    drag from the audio pin on set audio sound which will enable you to play the sound
  5. Do the same with the StopFiringWeapon but call the Stop method which it contains.

Solution Images:

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