UAudioComponent::SetIsVirtualized
#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
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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