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UAudioComponent::AutoAttachLocationRule

property Engine Blueprint Since 4.0
#include "Components/AudioComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite

Description

Controls how this component's location is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

Caveats & Gotchas

  • Only takes effect when bAutoManageAttachment is enabled; otherwise this setting is stored but never applied.
  • Using EAttachmentRule::KeepWorld preserves the current world location on attach, while SnapToTarget snaps to the parent/socket origin — picking the wrong rule is a common cause of sounds appearing to 'jump' when auto-attach triggers.

Signature

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Attachment, meta = (EditCondition = "bAutoManageAttachment"))
EAttachmentRule AutoAttachLocationRule;

Example

Snap to the socket on auto-attach C++
AudioComponent->bAutoManageAttachment = true;
AudioComponent->AutoAttachLocationRule = EAttachmentRule::SnapToTarget;
AudioComponent->AutoAttachRotationRule = EAttachmentRule::SnapToTarget;
AudioComponent->AutoAttachScaleRule = EAttachmentRule::KeepWorld;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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