Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include |
#include "Kismet/GameplayStatics.h" |
Source |
/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
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
)
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.
Audio Component to manipulate the playing dialogue with
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 |