UGameplayStatics::GetActiveSpatialPluginName
#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()); See Also
Tags
Version History
Introduced in: 4.24
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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