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Unreal Engine C++ API Reference > Runtime > Engine > FCachedAudioStreamingManagerParams
Syntax
TArray< FCacheDimensions > Caches
Remarks
Most use cases will only use a single cache, but applications can optionally use multiple LRU caches to reduce churn for specific types of sounds. For example, an application can have a cache for short sounds with room for many elements, and a separate cache for longer sounds with fewer elements.