UGameplayStatics::ClearSoundMixClassOverride
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values. Use this to undo targeted dynamic audio adjustments without discarding the rest of the mix.
Caveats & Gotchas
- • The mix must still be active (pushed onto the audio system) for the fade-out to be audible; clearing an override on an inactive mix has no effect.
- • If FadeOutTime is 0 the transition is instantaneous and may cause an audible pop, especially on sustained sounds.
Signature
static ENGINE_API void ClearSoundMixClassOverride(const UObject* WorldContextObject, class USoundMix* InSoundMixModifier, class USoundClass* InSoundClass, float FadeOutTime = 1.0f); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to resolve the current world. | — |
| InSoundMixModifier | class USoundMix* | The Sound Mix asset whose class adjuster should be cleared. | — |
| InSoundClass | class USoundClass* | The Sound Class whose override should be removed from the mix. | — |
| FadeOutTime | float | Seconds to interpolate from the override values back to base values. | 1.0f |
Return Type
void Example
Restore music class after cinematic C++
// After a cinematic lowered music volume via SetSoundMixClassOverride,
// restore it over 2 seconds when the cinematic ends.
UGameplayStatics::ClearSoundMixClassOverride(this, CinematicMix, MusicClass, 2.0f); See Also
Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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