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UAudioComponent::Play

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

Description

Starts playing the component's assigned Sound asset from StartTime. If the sound is already playing, it restarts.

Signature

virtual void Play(float StartTime = 0.0f)

Parameters

Name Type Description Default
StartTime float Offset in seconds into the sound at which to begin playback. 0.0f

Return Type

void

Caveats & Gotchas

  • If Sound is null, Play() does nothing — always assign Sound before calling Play.
  • Restarting a looping sound via Play() causes a brief audio discontinuity. Use FadeOut followed by FadeIn for smooth transitions.
  • StartTime seeking is not supported by all codecs. ADPCM does not support seek; use PCM or BinkAudio if you need reliable StartTime offsets.

Examples

Simple play from beginning C++
MyAudioComp->Play();
Seek into the middle of a clip C++
// Start 5 seconds into the sound
MyAudioComp->Play(5.0f);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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