Date
October 17, 2024
Hours
1
Tags
Unreal
Instead of holding an Array of TSharedPtrs at the ComposerData level, I now have it holding the actual value. Instruments have a pointer to that array.
The theory being, ComposerData is the absolute owner of InstrumentSchedules, and any changes to the array is picked up for free by the Instrument, which then plays the actual sounds.
The only minor problem of course being now the Instrument isn’t working. Or the Schedule isn’t updating. Some BS.
BUT, the PIE crash on play stop is no longer occurring. I’ll take the win where I can get ‘em.