Volumes¶
Volumes are bounded region actors that affect what's inside them. They share a common base — AVolume — and differ only in what their bounding region does. UE 5.7 ships ~15 production volume types covering post-FX, gameplay, navigation, audio, streaming, and volumetric rendering.
The catalog¶
| Volume | Purpose | Pages |
|---|---|---|
| PostProcessVolume | Per-region post FX, exposure, bloom, color grading | → |
| TriggerVolume / TriggerBox | Gameplay overlap triggers | → |
| BlockingVolume | Invisible collision | → |
| PhysicsVolume | Override gravity / damping / fluid for actors inside | → |
| AudioVolume | Reverb effect + audio occlusion zone | → |
| NavMeshBoundsVolume | Defines where navmesh is built | → |
| CullDistanceVolume | Per-region culling distances by mesh size | → |
| LightmassImportanceVolume | Restrict Lightmass GI to important regions | → |
| PrecomputedVisibilityVolume | Bake static visibility for low-end perf | → |
| LevelStreamingVolume | Stream sublevels in/out by player presence | → |
| PCGVolume | Bounds for PCG generation | → |
| HeterogeneousVolume / SparseVolumeTexture | True 3D voxel volumes for clouds, smoke, OpenVDB | → |
| KillZVolume / PainCausingVolume | Damage / kill regions | → |
| MeshMergingVolume | Auto-merge static meshes inside for HLOD | → |
Common ancestry¶
Every volume inherits from AVolume → ABrush → AActor. The bounding shape comes from a UBrushComponent and is editable with the geometry editing tool (Mode Selector → Brush). Most volumes also accept convex shape components for non-box bounds.
Quick decision tree¶
graph TD
A[What do you want this region to do?] --> B{Affect rendering?}
B -->|Post FX| PP[PostProcessVolume]
B -->|Lighting bake| LM[LightmassImportanceVolume]
B -->|Mesh culling| CD[CullDistanceVolume]
B -->|Static visibility| PV[PrecomputedVisibilityVolume]
B -->|3D fog/clouds| HV[HeterogeneousVolume]
A --> C{Affect gameplay?}
C -->|Triggers| TV[TriggerVolume]
C -->|Block movement| BV[BlockingVolume]
C -->|Hurt actors| KZ[KillZVolume]
C -->|Override gravity / fluid| PHV[PhysicsVolume]
A --> D{Affect audio?}
D -->|Reverb / occlusion| AV[AudioVolume]
A --> E{Affect streaming?}
E -->|Sublevel load| LS[LevelStreamingVolume]
E -->|Navmesh build| NB[NavMeshBoundsVolume]
A --> F{Procedural?}
F -->|PCG bounds| PCG[PCGVolume]
Per-page deep dives¶
Each volume page covers:
- What it does
- Required plugins (if any)
- Properties cheat-sheet
- Blueprint events / C++ hooks
- Gotchas
- Cross-links to related systems
Start with the most-used: PostProcessVolume, TriggerVolume, AudioVolume, PCGVolume, HeterogeneousVolume.