UAudioComponent::GetAudioComponentFromID
#include "Components/AudioComponent.h"
Access: public
Specifiers: static
Description
Looks up the audio component instance matching a given runtime ID, using the engine's global ID-to-component map.
Caveats & Gotchas
- • Returns nullptr if no live component matches the ID — components are removed from the internal map on destruction, so a stale ID silently fails rather than returning a dangling pointer.
- • Access to the underlying map is guarded by a critical section (AudioIDToComponentMapLock), making this safe to call from audio-render-thread callbacks, unlike dereferencing a raw UAudioComponent* captured earlier.
Signature
static ENGINE_API UAudioComponent* GetAudioComponentFromID(uint64 AudioComponentID); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AudioComponentID | uint64 | The runtime ID previously obtained from GetAudioComponentID(). | — |
Return Type
UAudioComponent* Example
Resolve a component from a stored ID C++
if (UAudioComponent* Comp = UAudioComponent::GetAudioComponentFromID(StoredComponentID))
{
Comp->SetVolumeMultiplier(0.5f);
}
else
{
// Component no longer exists
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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