UAudioComponent::GetSound
#include "Components/AudioComponent.h"
Access: public
Specifiers: override
Description
Returns the USoundBase currently assigned to this component's Sound property.
Caveats & Gotchas
- • Reflects whatever Sound is currently set, which may differ from what's actually playing if SetSound() was called after Play() started a different sound.
- • Not Blueprint-exposed — Blueprint graphs read the Sound property directly instead of calling a getter function.
Signature
USoundBase* GetSound() override Return Type
USoundBase* Example
Reading the assigned sound C++
if (USoundBase* CurrentSound = AudioComponent->GetSound())
{
UE_LOG(LogTemp, Log, TEXT("Currently assigned sound: %s"), *CurrentSound->GetName());
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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