UGameplayStatics::GetCurrentReverbEffect
#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());
} Tags
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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