I'm trying to have it so all of the audio values (that are stored in an array in a savegame) load on event begin play in my first-person character blueprint but it doesn't load. It already works as intended on event construct in my pause menu and main menu blueprints. I have a print string that tells me that its executing but the audio classes are not being set.


  • \$\begingroup\$ I had an issue like this because my Sound Mixer was initialized after my "begin play", I solved it by loading sound in a second moment, it's not ideal but if you think you have the same problem (lazy init of Sound Mixer) you could think about a better solution. \$\endgroup\$ Nov 11 '21 at 7:42

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