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UAudioComponent::SetFloatParameter

function Engine Blueprint Since 5.0
#include "Components/AudioComponent.h"
Access: public Specifiers: UFUNCTIONBlueprintCallablevirtualoverride

Description

Sets a named float parameter that is forwarded to the sound instance if it is currently playing, or applied at next play otherwise.

Caveats & Gotchas

  • This is the most common way to drive continuous MetaSound inputs (e.g. an engine RPM or intensity value) from gameplay code without restarting the sound.
  • Updates are suppressed on already-playing instances if bDisableParameterUpdatesWhilePlaying is true, so continuous drivers like a Tick-based RPM update will silently stop propagating if that flag is set.

Signature

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Set Float Parameter"), Category = "Audio|Parameter")
virtual void SetFloatParameter(FName InName, float InFloat) override;

Parameters

Name Type Description Default
InName FName The name of the parameter to set, matching a parameter interface exposed by the sound.
InFloat float The value to assign to the named parameter.

Return Type

void

Example

Drive a continuous engine RPM parameter C++
void AVehicle::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    EngineAudioComponent->SetFloatParameter(TEXT("RPM"), CurrentRPM);
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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