UAudioComponent::AttenuationOverrides
#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(); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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