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UGameplayStatics::GetCurrentReverbEffect

function Engine Blueprint Since 4.7
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Returns the highest-priority reverb effect currently active, whether it came from an Audio Volume or was activated manually. Returns nullptr if no reverb is active.

Caveats & Gotchas

  • Returns only the winning (highest priority) reverb — if multiple are active you cannot retrieve the others from this call alone.
  • Can return nullptr in worlds where the audio device hasn't been fully initialized (e.g., dedicated servers), so always null-check the result.

Signature

static ENGINE_API class UReverbEffect* GetCurrentReverbEffect(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.

Return Type

class UReverbEffect*

Example

Log the active reverb effect C++
UReverbEffect* ActiveReverb = UGameplayStatics::GetCurrentReverbEffect(this);
if (ActiveReverb)
{
    UE_LOG(LogAudio, Log, TEXT("Active reverb: %s"), *ActiveReverb->GetName());
}

Version History

Introduced in: 4.7

Version Status Notes
5.6 stable

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