Preventing AudioComponent from being destroyed
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:
PlaybackPositionMap is just TMap that holds reference to UAudioComponent and float that is time played from that sound.
BindDelegates function looks like this:
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?
asked May 29 '18 at 02:49 PM in C++ Programming
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