# Does 'Play Event At Location' delete the emitter after?

**URL:** https://qa.fmod.com/t/does-play-event-at-location-delete-the-emitter-after/14711
**Category:** Unreal Engine
**Created:** [May 23, 2019, 5:16am UTC](https://qa.fmod.com/t/does-play-event-at-location-delete-the-emitter-after/14711 "2019-05-23T05:16:50Z")
**Posts on this page:** 3
**Page:** 1

<div class="post-metadata">

### Author: ![boomerangblom](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/boomerangblom/32/397_2.png) [@boomerangblom](https://qa.fmod.com/u/boomerangblom)
#### Post date: [May 23, 2019, 5:16am UTC](https://qa.fmod.com/t/does-play-event-at-location-delete-the-emitter-after/14711/1 "2019-05-23T05:16:50Z")

</div>

I’m creating audio for a machine gun, and I’m playing a new event with each second of firing. Do those events get deleted after or do I manually have to grab and delete them afterwards?

Thanks!

---

<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [May 28, 2019, 3:55am UTC](https://qa.fmod.com/t/does-play-event-at-location-delete-the-emitter-after/14711/2 "2019-05-28T03:55:35Z")

</div>

In `PlayEventAtLocation`, only if `bAutoPlay` is true will the EventInstance be started and released. Otherwise it is up to you to control when it is played and when it is cleaned up.

Although it appears that there currently isn’t a way to release an EventInstance from blueprints, a task has been created for us to add this.

---

<div class="post-metadata">

### Author: ![boomerangblom](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/boomerangblom/32/397_2.png) [@boomerangblom](https://qa.fmod.com/u/boomerangblom)
#### Post date: [May 28, 2019, 7:21am UTC](https://qa.fmod.com/t/does-play-event-at-location-delete-the-emitter-after/14711/3 "2019-05-28T07:21:58Z")

</div>

Thanks Cameron! Appreciate the help 😁
