UAudioComponent::AdjustAttenuation
#include "Components/AudioComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.
Caveats & Gotchas
- • Attenuation settings are only read when a new Active Sound starts — call this before Play() rather than while the sound is already playing, or the change won't be picked up.
- • This sets bOverrideAttenuation-style behaviour internally, replacing the AttenuationSettings asset reference for this instance rather than modifying the shared asset.
- • Copies the full struct by value, so subsequent edits to the original FSoundAttenuationSettings variable after calling this have no further effect.
Signature
void AdjustAttenuation(const FSoundAttenuationSettings& InAttenuationSettings) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InAttenuationSettings | const FSoundAttenuationSettings& | The attenuation settings to apply as an override on this component instance. | — |
Return Type
void Example
Override attenuation before playing C++
FSoundAttenuationSettings CustomAttenuation;
CustomAttenuation.FalloffDistance = 2000.0f;
AudioComponent->AdjustAttenuation(CustomAttenuation);
AudioComponent->Play(); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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