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UAudioComponent::Priority

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

Description

Overrides the sound's priority value, used by the audio engine's voice culling system to decide which sounds keep an active voice when the concurrent sound limit is exceeded.

Caveats & Gotchas

  • Only takes effect if bOverridePriority is true — with that flag off, the sound's own priority (from its USoundBase asset) is used instead and this value is ignored.
  • Higher values mean higher priority; a sound with low priority can be virtualized (silenced but kept logically playing) when the platform's max concurrent voice count is reached.

Signature

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sound, meta = (ClampMin = "0.0", UIMin = "0.0", EditCondition = "bOverridePriority", DisplayAfter = "HighPassFilterFrequency"))
float Priority;

Example

Force a critical sound to win voice culling C++
AudioComponent->bOverridePriority = true;
AudioComponent->Priority = 100.0f;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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