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UGameplayStatics::GetActiveSpatialPluginName

function Engine Blueprint Since 4.24
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Returns the name of the currently active audio spatialization plugin for the world's audio device. Returns NAME_None if no third-party spatialization plugin is active.

Caveats & Gotchas

  • Returns NAME_None when the built-in engine spatialization is active rather than a named plugin — do not interpret NAME_None as an error.
  • The active plugin is determined per audio device; in a multi-window PIE session each world may have a different device and therefore a different active plugin.

Signature

static ENGINE_API FName GetActiveSpatialPluginName(const UObject* WorldContextObject)

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to obtain the world context.

Return Type

FName

Example

Log the active spatial plugin C++
FName ActivePlugin = UGameplayStatics::GetActiveSpatialPluginName(this);
UE_LOG(LogTemp, Log, TEXT("Active spatial plugin: %s"), *ActivePlugin.ToString());

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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