UAudioComponent::Activate
#include "Components/AudioComponent.h"
Access: public
Specifiers: virtualoverride
Description
Activates the component, which for UAudioComponent begins playing the assigned Sound if bAutoActivate is set or Activate() is called explicitly.
Caveats & Gotchas
- • Calling Activate() is not the same as calling Play() directly — Activate() is the ActorComponent-level entry point that auto-activation and construction-script wiring use, and it internally starts playback for an audio component.
- • On a dedicated server, auto-activation via bAutoActivate is skipped for audio components even when bAutoManageAttachment is set, since server-side sound playback is meaningless.
- • Override this in a derived component and always call Super::Activate(bReset) first, or the underlying sound will never start.
Signature
virtual void Activate(bool bReset=false) override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bReset | bool | If true, forces re-activation logic to run even if the component is already active. | false |
Return Type
void Example
Activate a manually-constructed audio component C++
UAudioComponent* Comp = NewObject<UAudioComponent>(this);
Comp->SetSound(MySound);
Comp->RegisterComponent();
Comp->Activate(true); See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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