Why does reverb magically disappear outside its volume?

So I’ve set up a reverb volume and tested it with a sound source placed inside. As long as I’m inside the volume, the reverb works like a charm. But once I’m outside, the reverb magically disappears, and I only hear the dry sound. What did I do wrong?

You misunderstood how volume works, by your experience it means that volume apply reverb to audio output of the player when he is inside. So reverb does no magically disappear, it’s simply only applys reverb to player audio output when he is inside the volume, if he is outside it stop working.

You need to apply reverb to sound it self, from quick search in APIs i can see you can set that in sound class:

You have successfully paraphrased my problem, thank you.
As to your suggestion, I have already checked the reverb boxes in all appropriate sound classes, and that does not change it.
So let me rephrase the question: is there any way to apply reverb to sound played inside a reverb volume even if the player is outside? Imagine yourself standing outside a cathedral, and someone is talking inside. Normally, you’d hear a significant amount of reverb on that person’s voice, even though you’re not inside the cathedral (i.e. the reverb volume), so I’d like it to be that way in my game as well.

I think you would need to create your own volume that behaves like that, but instead of setting player receiving reverb you would need to add reverb to a sound components inside the volume. But to do that you need to learn how to set reverb to a single sound component, personally i didn’t play with it so you need to figure out somehow.

If you figure that your rest should be easy (depends on your blueprint skill). Volumes are simple shape components and there code check whats inside and whats entering and leaving the shape component. So on BeginPlay you check whats overlapping with shape (there function for that) and you search for audio components of actors inside and add reverb, then you use OverlapBegin and OverlapEnd to monitor objects that enter the shape so you can add reverb on Begin and remove reverb on End.

OK, that would be a nice workaround, thanks for that.
However, I’m still wondering if this is the way it’s intended to be - if the developers of the engine that’s generally thought of as THE engine of the next generation seriously didn’t bother to implement absolutely vital features into their audio system, and frankly, I find the thought disturbing. Could a dev please verify that?

Well UE4 is a huge engine already and there many things that could added. Either way such volume like my workaround would do the same thing just written in C++