UGameplayStatics::SpawnDialogue2D

Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component.

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 * SpawnDialogue2D
(
    const UObject * WorldContextObject,
    UDialogueWave * Dialogue,
    const struct FDialogueContext & Context,
    float VolumeMultiplier,
    float PitchMultiplier,
    float StartTime,
    bool bAutoDestroy
)

Remarks

Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.

Not Replicated.

Returns

An audio component to manipulate the spawned sound

Parameters

Parameter

Description

Dialogue

dialogue to play

Context

context the dialogue is to play in

VolumeMultiplier

A linear scalar multiplied with the volume, in order to make the sound louder or softer.

PitchMultiplier

A linear scalar multiplied with the pitch.

StartTime

How far in to the dialogue to begin playback at

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

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss