UGameplayStatics::ActivateReverbEffect
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Applies a Reverb Effect globally without requiring an Audio Volume in the level. Useful for scripted sequences or dynamically changing environments where placing a volume is impractical.
Caveats & Gotchas
- • TagName must be unique per activation; calling this again with the same tag replaces the previous activation rather than layering a second one.
- • When an Audio Volume and a manual reverb share the same priority, the Audio Volume takes precedence; raise Priority above 0 if you need the manual reverb to win.
Signature
static ENGINE_API void ActivateReverbEffect(const UObject* WorldContextObject, class UReverbEffect* ReverbEffect, FName TagName, float Priority = 0.f, float Volume = 0.5f, float FadeTime = 2.f); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to resolve the current world. | — |
| ReverbEffect | class UReverbEffect* | The Reverb Effect asset to activate. | — |
| TagName | FName | Unique identifier for this reverb activation; used to deactivate it later. | — |
| Priority | float | Higher priority reverbs override lower priority ones when multiple are active. | 0.f |
| Volume | float | Wet mix level of the reverb (0 = dry, 1 = fully wet). | 0.5f |
| FadeTime | float | Seconds to blend into the reverb effect. | 2.f |
Return Type
void Example
Apply cave reverb during a scripted descent C++
// Apply a cave reverb when entering a cave trigger, fading in over 3 seconds.
UGameplayStatics::ActivateReverbEffect(this, CaveReverbAsset, FName("CaveReverb"), 1.0f, 0.7f, 3.0f); Tags
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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