UGameplayStatics::PrimeAllSoundsInSoundClass
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches. Use before a level or event where those sounds will be needed.
Caveats & Gotchas
- • This retains chunk handles, incrementing reference counts; pair each call with UnRetainAllSoundsInSoundClass when the sounds are no longer needed to avoid permanently pinning memory.
- • Priming a large sound class (e.g. your entire SFX class) during gameplay can spike async I/O and cause frame hitches; prefer to call this during a loading screen.
- • Only streaming sounds benefit — fully resident sound waves are already in memory and are silently skipped.
Signature
static ENGINE_API void PrimeAllSoundsInSoundClass(class USoundClass* InSoundClass) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InSoundClass | class USoundClass* | The sound class whose streaming sound waves should be pre-cached. | — |
Return Type
void Example
Pre-cache combat sounds before a battle C++
// Call during loading transition into combat level
UGameplayStatics::PrimeAllSoundsInSoundClass(CombatSoundClass); Version History
Introduced in: 4.25
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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