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UAudioComponent::AttenuationOverrides

property Engine Blueprint Since 4.0
#include "Components/AudioComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteBlueprintSetter

Description

A full set of attenuation properties defined directly on this component, used instead of an attenuation asset when bOverrideAttenuation is true.

Caveats & Gotchas

  • Only applied when bOverrideAttenuation is true; if that flag is false, the AttenuationSettings asset reference is used instead and this struct is ignored.
  • This is a complete copy of every attenuation field (distance algorithm, spatialization, occlusion, submix sends, etc.), so editing one value means you're responsible for the rest making sense — there's no fallback to a pre-tuned asset's defaults.

Signature

struct FSoundAttenuationSettings AttenuationOverrides

Example

Override attenuation inline C++
AudioComp->bOverrideAttenuation = true;
AudioComp->AttenuationOverrides.FalloffDistance = 2000.f;
AudioComp->Play();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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