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UAudioComponent::OnAudioFinished

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

Description

Broadcasts once this component's sound stops, whether it played to completion naturally or was cut off early by a Stop() call.

Caveats & Gotchas

  • Does not fire again for looping sounds unless the loop itself ends — a looping Sound Cue that never stops will never trigger this delegate.
  • In C++, prefer binding to the shadow OnAudioFinishedNative delegate if you don't want to implement a UFUNCTION callback just to receive it.

Signature

FOnAudioFinished OnAudioFinished

Example

Destroy a fire-and-forget sound actor when finished C++
AudioComp->OnAudioFinishedNative.AddLambda([this](UAudioComponent* Comp)
{
    Destroy();
});
AudioComp->Play();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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