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Preventing AudioComponent from being destroyed

Hello there!

Going straight to the problem. I'm trying to create UAudioComponent that can be paused and hold into memory until I decide to delete it. Now i have problem with it becouse after some time on level my sound just disappears.

This is how I'm creating it right now:

 UAudioComponent* UAudioController::Sound2D(UObject* WorldContextObject, class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime)
     if (!Sound)
         return nullptr;
     UAudioComponent* AudioComponent = UGameplayStatics::CreateSound2D(WorldContextObject, Sound, VolumeMultiplier, PitchMultiplier, StartTime);
     PlaybackPositionMap.Add(AudioComponent, 0.f);
     return AudioComponent;

PlaybackPositionMap is just TMap that holds reference to UAudioComponent and float that is time played from that sound.

BindDelegates function looks like this:

 void UAudioController::BindDelegates(UAudioComponent* AudioComponent)
     if (AudioComponent->IsValidLowLevel())
         AudioComponent->OnAudioPlaybackPercent.AddDynamic(this, &UAudioController::SavePlaybackPosition);
         AudioComponent->OnAudioFinished.AddDynamic(this, &UAudioController::SoundFinished);

I do not think you need it but just to be clear with it. I tried saving reference to UAudioComponent in arrays maps static components and disallowing it's destruction but it always dissapears. Any way I can change that?

Product Version: UE 4.17
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asked May 29 '18 at 02:49 PM in C++ Programming

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