UGameplayStatics::SpawnDialogueAtLocation

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 * 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

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. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.

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

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 into 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

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