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UAudioComponent::OnAudioPlaybackPercent

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

Description

Broadcasts periodically while the sound plays, reporting the percentage of playback completed based on samples played versus total samples, adjusted for pitch.

Caveats & Gotchas

  • Not implemented on all platforms — the engine's own source comment notes this explicitly, so don't rely on it firing consistently everywhere without testing on your target platforms.
  • Reports per-SoundWave, not per-component — if the component's sound is a Sound Cue mixing multiple waves, expect one callback per contributing wave rather than a single aggregate percentage.

Signature

FOnAudioPlaybackPercent OnAudioPlaybackPercent

Example

Drive a lip-sync curve from playback percent C++
AudioComp->OnAudioPlaybackPercentNative.AddLambda([](const UAudioComponent* Comp, const USoundWave* Wave, const float Percent)
{
    UE_LOG(LogTemp, Log, TEXT("Playback: %.1f%%"), Percent * 100.f);
});

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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