create_sound_attenuation
Create or load a USoundAttenuation asset, force attenuation on, apply falloff distance and sphere radius, then save it for sound falloff in Unreal Engine.
Instructions
Create a USoundAttenuation asset at package_path/name, or load the one already there, then force bAttenuate on, apply the optional falloff_distance and sphere radius, and save it (re-running edits the existing asset). Returns the values read back; set_sound_attenuation_properties edits every other field.
Returns: { name: string, package_path: string, asset_path: string, asset_class: string, attenuate: bool, falloff_distance: number, radius: number, shape_extent_x: number, shape_extent_y: number, shape_extent_z: number, applied_falloff_distance: bool, applied_radius: bool, created: bool, already_exists: bool, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Name of the new Sound Attenuation asset | |
| radius | No | Inner sphere radius in Unreal units (cm); sets the shape to Sphere and AttenuationShapeExtents to (radius, 0, 0). Unchanged when omitted. | |
| package_path | No | Target content path, defaults to /Game/Audio | |
| falloff_distance | No | FalloffDistance in Unreal units (cm): how far beyond the inner shape the volume fades out. Unchanged when omitted. |