The intro dialogue between please and wakeup is missing the pause between the words. #13

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opened 2025-12-21 13:23:38 -06:00 by parvan · 1 comment
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How to reproduce:
Launch the game with IsGameDebug? set to false in the map's BP_DebugGameSettings and wait for the dialogue.

How this was verified:
The most recent commit for the project in Unreal 4 did not have this issue. It was verified to happen after upgrading the project to Unreal 5.1 and it did not exist before.

**How to reproduce:** Launch the game with IsGameDebug? set to false in the map's BP_DebugGameSettings and wait for the dialogue. **How this was verified:** The most recent commit for the project in Unreal 4 did not have this issue. It was verified to happen after upgrading the project to Unreal 5.1 and it did not exist before.
parvan added this to the Release Cardinal-Fall on Unreal 5 milestone 2025-12-21 13:23:38 -06:00
parvan added the
UE5.1 Upgrade Bug
label 2025-12-21 13:23:38 -06:00
parvan self-assigned this 2025-12-21 13:23:38 -06:00
parvan added this to the (deleted) project 2025-12-21 13:23:38 -06:00
parvan modified the project from (deleted) to Unreal 5.1 | Release 1 2025-12-21 19:33:49 -06:00
Author
Owner

The intro to the game had missing pauses between audio files after upgrading to UE5. After investigation, we discovered this is an issue with UE5 and latency with loading audio files that wasn't in UE4. Using the bp node Prime Sound helped. For good measure, we also combined two audio files into one. We experimented with a small Callback Buffer Size in Project Settings, but decided against it due to increased cpu usage.

Also, we removed the use of most of the intro sequence's delay nodes and used timers instead for better consistency between different hardware.

We also added a new feature where Velma's "not the only echo" dialogue only plays in multiplayer sessions.

The intro to the game had missing pauses between audio files after upgrading to UE5. After investigation, we discovered this is an issue with UE5 and latency with loading audio files that wasn't in UE4. Using the bp node Prime Sound helped. For good measure, we also combined two audio files into one. We experimented with a small Callback Buffer Size in Project Settings, but decided against it due to increased cpu usage. Also, we removed the use of most of the intro sequence's delay nodes and used timers instead for better consistency between different hardware. We also added a new feature where Velma's "not the only echo" dialogue only plays in multiplayer sessions.
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