UGameplayStatics::GetAvailableSpatialPluginNames
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Returns the names of all audio spatialization plugins that are loaded and available in the current session. Useful for presenting plugin selection UI or for validation before calling SetActiveSpatialPluginByName.
Caveats & Gotchas
- • Returns an empty array if no spatialization plugins are loaded or if the audio device does not support spatialization; the default engine spatialization (built-in panning) is not represented as a named plugin.
- • Plugin availability is determined at engine startup — plugins enabled after startup will not appear in the list without a restart.
- • This queries the audio device for the world context; calling it from a context with no valid world (e.g. in the editor at design time) may return an empty array.
Signature
static ENGINE_API TArray<FName> GetAvailableSpatialPluginNames(const UObject* WorldContextObject) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to obtain the world context. | — |
Return Type
TArray<FName> Example
List available plugins to the log C++
TArray<FName> Plugins = UGameplayStatics::GetAvailableSpatialPluginNames(this);
for (const FName& Name : Plugins)
{
UE_LOG(LogTemp, Log, TEXT("Spatial plugin available: %s"), *Name.ToString());
} Tags
Version History
Introduced in: 4.24
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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