Audio replication on clients doesn't falloff with distance. Clients can hear what the server player is doing. #41

Closed
opened 2026-01-11 18:30:19 -06:00 by parvan · 1 comment
Owner

The audio replication with clients doesn't fall if with distance on walking, melee, doors, or shooting. The sound attenuation falloff distance isn't working on these? This is a serious bug.

How to reproduce:
On Steam, host a server and join with a client. Have the server walk around while the client is listening. Footsteps, melee, doors, shooting, and etc don't have falloff sound attenuation.

The audio replication with clients doesn't fall if with distance on walking, melee, doors, or shooting. The sound attenuation falloff distance isn't working on these? This is a serious bug. **How to reproduce:** On Steam, host a server and join with a client. Have the server walk around while the client is listening. Footsteps, melee, doors, shooting, and etc don't have falloff sound attenuation.
parvan added this to the Release Cardinal-Fall on Unreal 5 milestone 2026-01-11 18:30:19 -06:00
parvan added the
Bug
label 2026-01-11 18:30:19 -06:00
parvan self-assigned this 2026-01-11 18:30:19 -06:00
parvan added this to the Unreal 5.1 | Release 1 project 2026-01-11 18:30:19 -06:00
Author
Owner

This issue was fixed with commit ce57c30ef2.

This issue was fixed with commit ce57c30ef2.
Sign in to join this conversation.
No description provided.