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USoundBase

class Engine Blueprint Since 4.0
#include "Sound/SoundBase.h"

Description

The abstract base class for all playable sound assets. Both USoundWave and USoundCue derive from it, allowing audio APIs to accept either type interchangeably via a single USoundBase pointer.

Caveats & Gotchas

  • USoundBase is abstract — you cannot instantiate it directly. Use USoundWave for raw audio or USoundCue for graph-based audio composition.
  • SoundClassObject controls routing to SoundClass volume/pitch adjustments and default submix. Leaving it null places the sound in the default sound class.

Example

Accept any sound type as a property C++
UPROPERTY(EditAnywhere, Category = Audio)
USoundBase* HitSound;

// Play at runtime (works for both USoundWave and USoundCue)
UGameplayStatics::PlaySoundAtLocation(this, HitSound, GetActorLocation());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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