UAudioComponent::OnAudioVirtualizationChanged
#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"));
}); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?