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UGameplayStatics::GetAvailableSpatialPluginNames

function Engine Blueprint Since 4.24
#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());
}

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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