RealDocs

UAudioComponent::SetIsVirtualized

function Engine Since unknown
#include "Components/AudioComponent.h"
Access: public

Description

Sets the internal flag tracking whether this component's sound has been virtualized by the audio engine's voice prioritization system.

Caveats & Gotchas

  • This is engine-internal plumbing called by the audio mixer when a sound is culled or restored — calling it manually does not itself virtualize or realize a voice.
  • No UFUNCTION macro means it's C++-only and not reflected, so it can't be called from Blueprint.
  • Use the OnAudioVirtualizationChanged delegate or IsVirtualized() to observe virtualization state rather than driving it directly from gameplay code.

Signature

void SetIsVirtualized(bool bInIsVirtualized)

Parameters

Name Type Description Default
bInIsVirtualized bool Whether the component's active sound is currently virtualized (culled from audible mixing but still tracked for eventual realization).

Return Type

void

Example

Observe virtualization instead of setting it directly C++
AudioComponent->OnAudioVirtualizationChanged.AddDynamic(this, &AMyActor::HandleVirtualizationChanged);

void AMyActor::HandleVirtualizationChanged(bool bIsVirtualized)
{
    // React to the engine culling/restoring this voice
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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