UGameplayStatics::SpawnDialogueAttached

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 * SpawnDialogueAttached
(
    UDialogueWave * Dialogue,
    const FDialogueContext & Context,
    USceneComponent * AttachToComponent,
    FName AttachPointName,
    FVector Location,
    FRotator Rotation,
    EAttachLocation::Type LocationType,
    bool bStopWhenAttachedToDestroyed,
    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 attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.

Returns

Audio Component to manipulate the playing dialogue with

Parameters

Parameter

Description

Dialogue

dialogue to play

Context

context the dialogue is to play in

AttachComponent

Component to attach to.

AttachPointName

Optional named point within the AttachComponent to play the sound at

Location

Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset

Rotation

Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset

LocationType

Specifies whether Location is a relative offset or an absolute world position

bStopWhenAttachedToDestroyed

Specifies whether the sound should stop playing when the owner its attached to is destroyed.

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

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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