# UE4 GetProperty Attenuation Distances without Attenuation Overrides

**URL:** <https://qa.fmod.com/t/ue4-getproperty-attenuation-distances-without-attenuation-overrides/16715>\
**Category:** Unreal Engine\
**Tags:** android, ue4\
**Created:** [February 2, 2021, 10:37pm UTC](https://qa.fmod.com/t/ue4-getproperty-attenuation-distances-without-attenuation-overrides/16715 "2021-02-02T22:37:23Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![rconnors](https://avatars.discourse-cdn.com/v4/letter/r/96bed5/32.png) [@rconnors](https://qa.fmod.com/u/rconnors)\
**Post date:** [February 2, 2021, 10:37pm UTC](https://qa.fmod.com/t/ue4-getproperty-attenuation-distances-without-attenuation-overrides/16715/1 "2021-02-02T22:37:23Z")

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Hello,

I’d like to do an optimization pass on my audio components by disabling their tick outside of a particular cull distance, which I’d like to have be the UFMODEvent’s default configured falloff distance.

Unfortunately, every time I make an attempt to read this, using Instance-\>getProperty, I only get -1, despite knowing that falloff is configured, and hearing it in game.

Is there a different manner in which I can achieve this?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [February 8, 2021, 10:59pm UTC](https://qa.fmod.com/t/ue4-getproperty-attenuation-distances-without-attenuation-overrides/16715/2 "2021-02-08T22:59:32Z")

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Using `EventInstance->getProperty` is specifically for overrides on that instance, with -1 meaning that the default is being used and it has not been overridden. Although this is not made clear in the documentation, I have added a task to improve this in an upcoming release.

To get the actual default values you will need to use the `EventDescription`'s properties.
