Developer Notes

Not going to fix things in Matinee as it will be deprecated


Placing a series of Play Sound Anim Notifies in an Animation and looping or playing that animation via Matinee multiple times causes the sounds to play all at once at the initial trigger of the animation in the Matinee Track.

Also Reproduced in Main Promotable-CL-2623997 & Releases 4.9.0-2625531

Edit MattK: It looks like this is breaking on the anim notify side but if you think it is matinee send it back.

Steps to Reproduce

Quick Reproduction, open attached Project, PIE

  1. Open a Blank Project with No Starter Content
  2. Show Engine Content
  3. Open the Tutorial_Walk_Fwd Animation Sequence
  4. Add a Play Sound Notify to Frame 4
  5. Assign CompileStart_Cue Sound Cue
  6. Add another Notify Track
  7. Add a Play Sound Notify to Frame 24
  8. Assign CompileFailed_Cue Sound Cue
  9. Add another Notify Track
  10. Add a Play Sound Notify to Frame 52
  11. Assign EjectfromPlayer_Cue Sound Cue
  12. Save the Animation Sequence
  13. Add the TutorialTPP_Skeleton to the Level
  14. Create a Matinee Actor
  15. In Matinee, add an Empty Group
  16. Assign the Skeleton to the Group
  17. Add an Animation Track
  18. Add the Tutorial_Walk_Fwd to Frame 0 in the Matinee
  19. Add another Tutorial_Walk_Fwd after a few frames of the completion of the first animation.
  20. Close Matinee Actor
  21. Set Matinee Actor to Play on Level Load and Loop.
  22. PIE

RESULTS: The first played animation correctly plays three seperate sounds, every successive animation and loop plays all three sounds on initial trigger.

EXPECTED: Sounds should only play at triggered frames in Anim Notify

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-18975 in the post.

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Won't Fix
ComponentOLD - Anim
Affects Versions4.
CreatedJul 21, 2015
ResolvedSep 9, 2015
UpdatedJul 14, 2021