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UGameplayStatics::SetActiveSpatialPluginByName

function Engine Blueprint Since 4.24
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Switches the active audio spatialization plugin at runtime to the one identified by name. Returns true on success, false if the named plugin is not available.

Caveats & Gotchas

  • Switching plugins at runtime re-initializes the audio spatialization pipeline, which can cause a brief audio glitch or silence; do not call this mid-gameplay without user acknowledgement.
  • The change only affects the local audio device; in a multiplayer session, each client must call this independently to have consistent spatialization.
  • Only plugins that were loaded at startup (and returned by GetAvailableSpatialPluginNames) can be activated; the function returns false silently for unknown plugin names.

Signature

static ENGINE_API bool SetActiveSpatialPluginByName(const UObject* WorldContextObject, FName InPluginName)

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to obtain the world context.
InPluginName FName Name of the spatialization plugin to activate, as returned by GetAvailableSpatialPluginNames.

Return Type

bool

Example

Switch to a named spatialization plugin from settings C++
FName DesiredPlugin = FName("OculusSpatializationPlugin");
bool bSuccess = UGameplayStatics::SetActiveSpatialPluginByName(this, DesiredPlugin);
if (!bSuccess)
{
	UE_LOG(LogTemp, Warning, TEXT("Spatial plugin '%s' not available."), *DesiredPlugin.ToString());
}

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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