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UAudioComponent::OcclusionCheckInterval

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

Description

How often, in seconds, the engine re-tests line-of-sight occlusion for this component's sound while it is playing. A negative value checks occlusion only once, at playback start.

Caveats & Gotchas

  • This property is not marked EditAnywhere or BlueprintReadWrite, so it can't be tweaked per-instance in the editor or Blueprint — it's a config-driven value meant to be set via .ini, or written directly from C++ before Play().
  • Occlusion checking itself only runs if the sound's attenuation settings have occlusion enabled (bEnableOcclusion); setting this interval has no effect otherwise.
  • Frequent occlusion checks (small interval, many concurrent sounds) cost line traces every tick — tune this up for background/ambient sounds where occlusion accuracy matters less than performance.

Signature

float OcclusionCheckInterval

Example

Widen the occlusion re-check interval from C++ C++
AudioComponent->OcclusionCheckInterval = 0.5f;
AudioComponent->Play();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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