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UAudioComponent::SourceEffectChain

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

Description

The chain of source effect presets applied to sounds playing on this component, processed before spatialization and submix routing.

Caveats & Gotchas

  • Assigning a new asset here directly doesn't affect a sound that's already playing; call SetSourceEffectChain() to swap the chain on an active voice.
  • Source effects run per-voice on the CPU before the signal reaches submixes, so a heavy chain applied to many simultaneously playing AudioComponents can add up in cost.

Signature

TObjectPtr<USoundEffectSourcePresetChain> SourceEffectChain

Example

Apply a radio-voice effect chain C++
UPROPERTY(EditDefaultsOnly, Category = Audio)
USoundEffectSourcePresetChain* RadioVoiceChain;

void AMyCharacter::ApplyRadioFilter()
{
    VoiceAudio->SetSourceEffectChain(RadioVoiceChain);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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