Best Practices for Using Convolution Reverb with Audio Volumes in Unreal Engine

I’m trying to apply convolution reverb to Audio Volumes in Unreal Engine because I love its quality and the fact that it doesn’t consume CPU when inactive.

Here’s what I’ve tried so far:

  1. Single Return Bus Approach
    My initial idea was to create one reverb return bus, add multiple convolution reverbs inside it, and control their wet levels using snapshots. For example, in a “Cave” snapshot, only the cave convolution reverb would have its wet level turned on, while the others remain off.
    However, this didn’t work as expected. Is this normal behavior?

  2. Multiple Return Buses Approach
    I switched to creating separate return buses like Reverb_Cave, Reverb_Hall, etc., and then adjusted the send levels based on the active snapshot. This works, but as the number of reverbs grows, it becomes hard to manage.

I’ve seen older posts suggesting parameter-based solutions, but I’d like to stick with Unreal’s default Audio Volume system.

Question:
What’s the smartest way to organize convolution reverb for multiple environments using Audio Volumes? Any tips or best practices to keep things efficient and manageable?