We already have the Blocking Volume available in UEFN, which has been great for defining collision and area boundaries.
However, it would be incredibly useful if additional Unreal Engine volume types were also exposed to creators, especially:
Kill Volumes – for handling out-of-bounds areas or instant-elimination zones without relying on scripted device workarounds.
Fort Ambient Volumes – to control localized ambient sounds, reverb, and audio transitions for better environmental immersion.
Trigger Volumes – to simplify player or object detection logic without needing multiple devices for basic triggers.
(btw these are the only volumes we have right now)
not fully sure what you think of, but gameplay has these volumes with maybe some trigger/events that can be used.
mutator zone (volume)
barrier device (volume)
damage volume
Volume (in logic, forgot to mention)
or is it that you want it to work on more stuff or if having a tag. like a football object going into a volume? not fully sure why trigger device isn’t a volume too, but it looks nice.
Yes, we do have some devices, but they can use a lot of memory just by existing. Now imagine that multiplied by having several devices, and sometimes they even tend to bug out when world partition is enabled. The volumes within them can be adjusted using a “brush” tool, which lets you create your own custom shapes. Overall, though, it’s an engine tool that doesn’t take much memory and is quite simple to use if you just need a basic volume with that specific function.