RealDocs

UAudioComponent::AttenuationSettings

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

Description

A reusable USoundAttenuation asset that defines distance-based volume falloff and spatialization for this component's sound. Ignored when bOverrideAttenuation is true.

Caveats & Gotchas

  • Only takes effect when bOverrideAttenuation is false — if the component is switched to inline overrides, this asset reference is ignored entirely even though it stays assigned.
  • Changing this while a sound is already playing has no effect on the active instance; attenuation is only read when playback starts, so reassign it before calling Play, or use SetAttenuationSettings on the next play.

Signature

TObjectPtr<USoundAttenuation> AttenuationSettings

Example

Assign an attenuation asset before playing C++
UAudioComponent* Audio = UGameplayStatics::SpawnSoundAttached(CueToPlay, RootComponent);
Audio->AttenuationSettings = FootstepAttenuation;
Audio->Play();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.