UGameplayStatics::DeactivateReverbEffect
#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")); Tags
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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