Now · Updated Jun 26, 2026

Action Items — Audio / Pickup / Grenade (2026-06-26)

Action Items — Audio / Pickup / Grenade (2026-06-26)

Open items from the audio-bug investigation + the grenade pickup feature. Grouped by owner. Full audio context: AudioAudit.md + BugTracker.md BUG-024. Grenade context: GrenadeSystem.md.


#The real bug (decision needed)

Death-drop self-collection loop. On a stationary respawn the player re-collects their own gear: they die at the single PlayerStart, DropAllWeaponsOnDeath drops the AR/sidearm ~1 m away (launch speed is only 150/100), and RestartPlayer respawns them at that same PlayerStart — on top of the drop → auto ammo-refill (SLWeaponPickup.cpp:149, no prompt) → pickup sound. The map-wide loudness was a separate no-attenuation bug (already patched).

  • [x] FIXED (C++ 2026-06-26, pending rebuild)spawn-grace on the character, not a pickup-side timer
  • (a post-landing timer fails: the drop lands in ~0.4 s but respawn is seconds later). ASLCharacterBase sets PickupCollectionGraceEnd in BeginPlay (PickupCollectionGracePeriod, default 1 s); ASLPickupBase::OnSphereOverlap ignores the overlap if !Character->CanCollectPickups(). Begin-overlap fires once on spawn, so a pawn that spawns on a drop won't auto-grab it — it must walk out and back in.


#You only (BP / editor / PIE)

  • [x] Reconnect Object_PickUp on the weapon-pickup BPs (you disconnected it to diagnose → pickups silent).
  • [x] Restore the equip-cue sounds stripped from GC_SL_AssaultRifle_Equip / GC_SL_Shotgun_Equip

(equip was a red herring — those should play again).

  • [x] Gate-local the grenade throw sound — in BP_GA_SL_Grenade_Throw, Is Locally Controlled → Branch

→ True → Play Sound 2D.

  • [x] Create BP_SL_GrenadePickup_Frag (subclass ASLGrenadePickup; Static Mesh under BounceCollision

set to NoCollision; GrenadeData = DA_SL_Grenade_Frag; GrenadeAmount). Then set DA_SL_Grenade_Frag.DroppedPickupClass → it.

  • [x] Rebuild (close editor → build) — compiles uncommitted C++: grenade pickup + death-drop, bounce

caps (MaxBounceSounds/MaxBounces), equip CueParams.Location fix, pickup spawn-grace (BUG-025), red-reticle ECC_WeaponTrace fix (BUG-026).

  • [x] PIE-test grenade pickup/death-drop + the audio fixes.

#I can do via the MCP bridge — DONE (2026-06-26)

  • [x] Death-drop fix implemented (C++ spawn-grace — see top section). Rebuild + test.
  • [x] Pickup attenuation → productionObject_PickUp + HealthPickup now use SA_Default3D (44 m).

Tune later if 44 m feels too far for a pickup.

  • [x] Rifle_Raise_Cue revertedWeaponHandling_att.

#Finish

  • [ ] Commit the batch (grenade pickup + bounce caps + equip C++ + audio docs) once verified.

#Keep — do NOT undo

  • Equip-cue AttachToTarget on both equip cues (correct hygiene).
  • SC_FragThrow attenuation cleared (it's a 2D local sound now).
  • New reusable attenuations: SA_Default3D (44 m, general) + SA_Test_ShortRange (3 m, testing).