So, what is the right usage of "StopSoundSlot"?// Stops the specified or all sound slots for an Actor. These functions are network transparent,
// but unlike PlaySound() use a reliable network replication pattern and do no distance checks.
// They share the same behaviour regarding simulated functions and invokation on network clients
// as PlaySound() does. This includes that you need to run those inside a simulated function when
// PlaySound() for that slot was called inside a simulated function (note that the server can invoke
// playback of a sound inside the same slot as the client for an given actor and they will both be
// played at the same time, so sound slots are not mutually exclusive in this situation!).
// To avoid problems in netplay you should ensure that there is a slight amount of time
// between PlaySound() and StopSoundSlot()/StopAllSoundSlots() call, so both will likely be
// execute in order on the network client (note that the same argument applies to multiple
// PlaySound() calls for the same channel, so this is no new issue introduce by these functions).
native(273) final function StopSoundSlot( ESoundSlot Slot );
native(274) final function StopAllSoundSlots();
I got the 227i patch here - https://www.oldunreal.com/oldunrealpatches.html
I tried to use "StopSoundSlot(SLOT_Misc);" and "Owner.StopSoundSlot(SLOT_Misc);" in little modification, that i made for Dispersion Pistol, but i do get errors in both cases, when i`m trying to compile. So, what am i doing wrong?