RealDocs

UGameplayStatics::ActivateReverbEffect

function Engine Blueprint Since 4.7
#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);

Version History

Introduced in: 4.7

Version Status Notes
5.6 stable

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