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UAudioComponent::AutoAttachParent

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

Description

The component this audio component automatically attaches to when activated, if bAutoManageAttachment is true.

Caveats & Gotchas

  • Only takes effect when bAutoManageAttachment is enabled — setting this alone with auto-management off has no effect on attachment.
  • If left null while bAutoManageAttachment is true, the component keeps its current AttachParent and defers attachment until it is activated, rather than detaching.

Signature

UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category=Attachment, meta=(EditCondition="bAutoManageAttachment"))
TWeakObjectPtr<USceneComponent> AutoAttachParent;

Example

Auto-attach to a socket on activation C++
AudioComponent->bAutoManageAttachment = true;
AudioComponent->AutoAttachParent = GetMesh();
AudioComponent->AutoAttachSocketName = TEXT("WeaponSocket");
AudioComponent->Play();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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