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UAudioComponent

class Engine Blueprint Since 4.0
#include "Components/AudioComponent.h"

Description

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

Caveats & Gotchas

  • bAutoDestroy causes the component to be destroyed after playback ends. It is set automatically by UGameplayStatics::SpawnSoundAtLocation — never set it on persistent audio components you intend to reuse.
  • IsPlaying() returns false when paused or fading. Use GetPlayState() to query EAudioComponentPlayState for the full status.
  • Parameter changes via SetFloatParameter/SetBoolParameter are silently dropped when bDisableParameterUpdatesWhilePlaying is true.
  • Attaching audio to fast-moving skeletal meshes can cause spatialization lag. For fire-and-forget 3D sounds, prefer UGameplayStatics::PlaySoundAtLocation.

Example

Play ambient audio with a fade-in C++
// Persistent component set up in constructor:
// AmbientComp = CreateDefaultSubobject<UAudioComponent>(TEXT("AmbientComp"));
AmbientComp->SetSound(AmbientLoopSound);
AmbientComp->FadeIn(2.0f, 1.0f);

Functions (4)

Audio
4
Access Type Name
public function UAudioComponent::FadeIn
public function UAudioComponent::FadeOut
public function UAudioComponent::Play
public function UAudioComponent::Stop

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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