UGameplayStatics::SpawnDialogueAtLocation

Plays a dialogue at the given location.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h

Include

#include "Kismet/GameplayStatics.h"

Source

/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp

Syntax

static UAudioComponent * SpawnDialogueAtLocation
(
    const UObject * WorldContextObject,
    UDialogueWave * Dialogue,
    const struct FDialogueContext & Context,
    FVector Location,
    FRotator Rotation,
    float VolumeMultiplier,
    float PitchMultiplier,
    float StartTime,
    USoundAttenuation * AttenuationSettings,
    bool bAutoDestroy
)

Remarks

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Returns

Audio Component to manipulate the playing dialogue with

Parameters

Parameter

Description

Dialogue

dialogue to play

Context

context the dialogue is to play in

Location

World position to play dialogue at

Rotation

World rotation to play dialogue at

VolumeMultiplier

Volume multiplier

PitchMultiplier

PitchMultiplier

StartTime

How far in to the dialogue to begin playback at

AttenuationSettings

Override attenuation settings package to play sound with

bAutoDestroy

Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated

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