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UAudioComponent::AutoAttachSocketName

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

Description

Socket on AutoAttachParent that this component attaches to when it activates, if bAutoManageAttachment is true.

Caveats & Gotchas

  • Only takes effect when bAutoManageAttachment is enabled — the EditCondition hides it in the Details panel otherwise, and setting it with auto-attach off has no effect.
  • An empty (NAME_None) value attaches to the parent's root rather than a named socket, which is easy to miss when a socket name is misspelled — the component silently falls back to root attachment instead of erroring.
  • The socket is looked up on AutoAttachParent at activation time, not registration time, so changing AutoAttachParent and this socket name together right before Activate() works, but changing them mid-playback does not re-attach.

Signature

FName AutoAttachSocketName

Example

Auto-attach a footstep sound to a foot socket C++
AudioComponent->bAutoManageAttachment = true;
AudioComponent->AutoAttachParent = CharacterMesh;
AudioComponent->AutoAttachSocketName = TEXT("foot_l");
AudioComponent->Play();

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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