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UGameplayStatics::PopSoundMixModifier

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Decrements the active count of a Sound Mix Modifier and deactivates it when the count reaches zero. Pair this with every call to PushSoundMixModifier to avoid orphaned mixes.

Caveats & Gotchas

  • Popping a mix that was never pushed is a no-op and logs a warning in debug builds; it does not crash, but indicates a logic error.
  • The fade-out time used when deactivating is defined on the Sound Mix asset itself, not passed here — configure it in the asset's properties.

Signature

static ENGINE_API void PopSoundMixModifier(const UObject* WorldContextObject, class USoundMix* InSoundMixModifier);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.
InSoundMixModifier class USoundMix* The Sound Mix asset to deactivate.

Return Type

void

Example

Deactivate underwater mix on surface C++
// When the player surfaces, remove the underwater mix activated on submersion.
UGameplayStatics::PopSoundMixModifier(this, UnderwaterMix);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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