I am trying to attach a reverb volume to my vehicle in order to cleanly manage occlusion and reverb due to being inside/outside the cockpit (and also making it easily dealt with by the sound designers).
What would be the cleanest way to achieve it since according the documentation geometry should be rebuilt at each volume change?
I saw a related question dealing with Post Process Volume, is there any plan regarding something similar for reverb?
I could probably manage it through blueprints but having it done with a procedural volume seems more elegant, and might allow its use in procedurally-generated geometry too.
I saw there is an available SpawnBrush() function which is undocumented as of 4.3.
Anyway using it or any other instantiation method on a ReverbVolume (SpawnActor etc.) leads to linker error similar to the following one (documented in other questions):
error LNK2019: unresolved external symbol "private: static class UClass * __cdecl AReverbVolume::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@AReverbVolume@@CAPEAVUClass@@PEB_W@Z) referenced in function "class AReverbVolume * __cdecl CastChecked<class AReverbVolume>(class UObject *,enum ECastCheckedType::Type)" (??$CastChecked@VAReverbVolume@@@@YAPEAVAReverbVolume@@PEAVUObject@@W4Type@ECastCheckedType@@@Z)
Which make me guess that this option has been somehow disabled on purpose.