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USoundCue

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

Description

A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing. Accepted anywhere USoundBase is used.

Caveats & Gotchas

  • SoundCues have higher playback overhead than raw USoundWave due to graph traversal. For simple one-shot sounds without variation, prefer USoundWave directly.
  • Duration and MaxDistance are cached at load by CacheAggregateValues(). If the graph is modified at runtime (rare), call it manually to refresh the cache.
  • bPrimeOnLoad loads all referenced SoundWaves into the stream cache when the cue loads. This avoids first-play hitches but can spike memory on map load — use selectively.

Example

Play a sound cue with randomized variation C++
// FootstepCue contains a Random node selecting from multiple USoundWaves
UGameplayStatics::PlaySoundAtLocation(this, FootstepCue, GetActorLocation());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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