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UAudioComponent::OnAudioVirtualizationChanged

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

Description

Broadcasts when this component's sound becomes virtualized (culled from real audio rendering due to low priority) or is realized again and resumes audible playback.

Caveats & Gotchas

  • Virtualization is an automatic voice-management optimization the audio engine performs — it isn't something you trigger directly, so this delegate is informational rather than something whose timing you control.
  • A shadow FOnAudioVirtualizationChangedNative delegate exists for native C++ subscribers who want to avoid the dynamic multicast delegate overhead.

Signature

FOnAudioVirtualizationChanged OnAudioVirtualizationChanged

Example

Track virtualization for a looping ambience C++
AudioComp->OnAudioVirtualizationChangedNative.AddLambda([](const UAudioComponent* Comp, bool bIsVirtualized)
{
    UE_LOG(LogTemp, Log, TEXT("Virtualized: %s"), bIsVirtualized ? TEXT("true") : TEXT("false"));
});

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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