Following this blog
http://blog.audiokinetic.com/footsteps-material-management-using-wwise-/-unreal-engine-4-/-unity-3d
On profiler, it receives the Switch to "[material]" for footsteps, showing as the picture in the blog, but the corresponding container does not switch. It sticks to default object. Double checked:
- Assigned objects on the Switch container correspond to Random containers.
- On GameSync Switch group with corresponding switches.
- Scope of random containers to switch from is Game Object
- Correct sound reproduction of footsteps containers when switched from transport or selection.
If someone has an idea of what I might be missing I'll be really happy. Thank you.
Here an example from the log: (keeps triggering gravel sounds after the switch to snow has been received)
00:32:25.813 Switch Switch to "Snow" Material FirstPersonCharacter_C_0 Game Object 0
00:32:26.048 Event Event Triggered Play_FS_Pawn FirstPersonCharacter_C_0 Game Object 251
00:32:26.048 Action Triggered Play FS_Pawn FirstPersonCharacter_C_0 Game Object 251
00:32:26.048 Notification Playing FS_Gravel_04 FirstPersonCharacter_C_0 Game Object 251
00:32:26.048 Notification End Reached FS_Gravel_02 FirstPersonCharacter_C_0 Game Object 250
00:32:26.048 Notification Event Finished FirstPersonCharacter_C_0 Game Object 250
00:32:26.474 Event Event Triggered Play_FS_Pawn FirstPersonCharacter_C_0 Game Object 252
00:32:26.474 Action Triggered Play FS_Pawn FirstPersonCharacter_C_0 Game Object 252
00:32:26.474 Notification Playing FS_Gravel_01 FirstPersonCharacter_C_0 Game Object 252