Volumes
Scene, level & worldPlace and set up volumes: blocking, trigger, post-process, audio, navigation, lighting and kill-Z.
What it’s for
A volume is a box-shaped region in your level that changes what happens inside it: what can pass through, what triggers gameplay, how the scene looks or sounds, where AI can walk, or how it is lit. Ask your assistant to place and set up volumes for you. Block off a stairwell, put a trigger over a doorway, or tint a room with a post-process volume without placing and tuning each one by hand.
It covers the whole family: blocking and camera blocking, trigger boxes, spheres and capsules, post-process, physics and pain-causing, audio and reverb, nav mesh bounds and nav modifiers, Lightmass importance, precomputed visibility, cull distance, and kill-Z. Your assistant can create a volume at a location or at an existing actor, resize it, set its properties, list the volumes in the level, and remove the ones you no longer need.
For ordinary scene actors such as meshes, lights and Blueprints, use Actors in the level.
Things you can ask
Tint a room with a post-process volume
The look changes only inside the area you name.
You: Add a post-process volume over the boss arena, priority 1, blend radius 200.
Placed PPV_BossArena over the arena with priority 1 and a blend radius of 200.Put a trigger box over a doorway
Gameplay can react when something walks into it.
You: Put a trigger box on the north door so we can fire an event when the player walks in.
Placed TB_NorthDoor at the north door, ready for an overlap event.Add a kill-Z floor under the map
A wide, thin volume below the playable space removes anything that falls out.
You: Add a kill-Z volume 500 units below the level so fallers get removed.
Placed KillZ_Floor across the map at z -500.