Sound cues with a branch or switch node will show in the sequence with the longest duration of any waves within the cue, despite which one will be played. During playback the section length will differ from the wave duration, and the wave will loop no matter what the settings are.

It may be related to USoundCue::CacheAggregateValues only looking at the first node when calculating the duration of the cue, which is how Sequencer determines when it should loop.

Steps to Reproduce
  1. Create a sound cue
  2. Add two wave players to the cue with different sound wave sources, each with different durations
  3. Add a switch node
  4. Route the shorter of the two waves to the Parameter Unset input
  5. Route the other wave to the 0 input
  6. Add the cue to a level sequence
  7. Move the section so the end of the cue is near the start of the sequence
  8. Play the sequence


The cue should display the length of the longer of the two waves, but play the other wave. When that wave finishes, there will still be time on the section before the looping/end marker, and regardless of the looping setting on the section, the default wave will play from the beginning again.

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-101418 in the post.

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By Design
ComponentUE - Audio
Target Fix4.26
CreatedOct 19, 2020
ResolvedOct 28, 2020
UpdatedJan 13, 2021