UAudioComponent::IsReadyForOwnerToAutoDestroy
#include "Components/AudioComponent.h"
Access: public
Specifiers: virtualoverride
Description
Returns whether this component has finished doing what it needs to do, allowing an owning actor spawned with bAutoDestroy set (e.g. via UGameplayStatics::SpawnSoundAtLocation) to be destroyed once playback completes.
Caveats & Gotchas
- • Returns false while the sound is still playing or fading out, which is why fire-and-forget spawned audio actors linger for the duration of the clip before being garbage collected.
- • Only relevant for actors that opt into auto-destroy — if the owning actor doesn't have bAutoDestroy set, this return value is never consulted.
Signature
virtual bool IsReadyForOwnerToAutoDestroy() const override Return Type
bool Example
Query readiness before manually destroying an owner C++
if (AudioComponent->IsReadyForOwnerToAutoDestroy())
{
GetOwner()->Destroy();
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?