This is an old bug that looks like it never made its way into JIRA. Adding for documentation.
1) Launch AudioQA
2) Navigate to Levels > Manual > AQ_SoundSubmixAssets > LevelAssets
3) Open UI_SubmixRecordingTest
4) Open the Blueprint graph
5) Locate the Stop Recording section. On the Finish Recording Output node set Export Type to Sound Wave
6) Press the Down arrow on the node to bring up the additional options
7) In Existing Sound Wave to Overwrite, select any Sound Wave asset
8) Open the level Levels > Manual > AQ_SoundSubmix
9) PIE
10) Navigate to the Recording UI Toggle
11) Move the pawn towards the button to start audio playing
12) Enter the Recording box
13) Press Start, wait a bit, then press Stop to finish recording the audio
14) Stop PIE
15) Locate the Sound Wave you chose to overwrite. Play the sound
Expected Result:
The Sound Wave is overwritten with the recorded audio
Actual Result:
The Sound Wave is not overwritten. Instead, a new Sound Wave is created and added to the Content folder
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
How to implement springarm components to scale according to mouse position in spawn?
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-120609 in the post.