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UGameplayStatics::DeactivateReverbEffect

function Engine Blueprint Since 4.7
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Removes a manually activated Reverb Effect identified by its tag, fading it out using the fade time set on the effect asset.

Caveats & Gotchas

  • If the TagName does not match any active manual reverb, the call is silently ignored — there is no return value or error to indicate a mismatch.
  • The fade-out duration is determined by the Reverb Effect asset's own FadeTime property, not by a parameter here; set it on the asset before calling.

Signature

static ENGINE_API void DeactivateReverbEffect(const UObject* WorldContextObject, FName TagName);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.
TagName FName The tag used when the reverb was activated via ActivateReverbEffect.

Return Type

void

Example

Remove cave reverb on exiting cave C++
// Remove the cave reverb applied when entering the cave.
UGameplayStatics::DeactivateReverbEffect(this, FName("CaveReverb"));

Version History

Introduced in: 4.7

Version Status Notes
5.6 stable

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