How do i play a sound UAudioComponent?

So am having a truble getting a sound to play.
When the player overlaps the Actor it suposed to play the sound and then get destroyd.
But i can`t get it to play on demand, only when the game starts.

is the code:
In my Actor

// .h
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Audio Component")
		TSubobjectPtr <UAudioComponent> AudioComp;

// .cpp

// Constructor
AudioComp = PCIP.CreateDefaultSubobject<UAudioComponent>(this, TEXT("In-World Audio Pickup Sound"));
if (AudioComp)
{
	AudioComp->AttachParent = RootComponent;
	AudioComp->bAutoActivate = false; // with this true the sounds play at spawn (game starts)
}

void AInWorldPlayerPickUp::ReceiveActorBeginOverlap(class AActor* OtherActor)
{
	Super::ReceiveActorBeginOverlap(OtherActor);

	AMyProjectPlayerClass* TheOverlapingActor = Cast<AMyProjectPlayerClass>(OtherActor);
	if (TheOverlapingActor)
	{
		AudioComp->Activate(true); 
		AudioComp->Play(0.0f); // Sound dont play.
		if (GEngine)
		{
			FString TmpStr = "OVERLAP ! ! ! ! WITH: ";
			TmpStr += OtherActor->GetName();
			GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TmpStr);
		}
		Destroy(true);
	}
}

Thanks for any help.

You’re destroying the actor, and thus the audio component the moment you want to play the sound, so it will never play. To force it to play even when destroyed, use:

//in your constructor
AudioComp->bStopWhenOwnerDestroyed = false;

It seems like this should keep playing the audio after the component is destroyed, but I haven’t tested it.

Ok i get that but the sound should already play before its destroyed.
Ile give AudioComp->bStopWhenOwnerDestroyed = false; a try.

Or do AudioComp.Play(float StartTimer); need to be called in virtual void TickActor(float DeltaTime); ?

Thanks that worked great !