SpawnDialogueAttached
Overload list
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UAudioCompon...
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SpawnDialogueAttached
( UDialogueWave* Dialogue, const FDialogueContext& Context, USceneComponent* AttachToCompo..., FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* Attenuation..., bool bAutoDestroy )
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UAudioCompon...
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SpawnDialogueAttached
( UDialogueWave* Dialogue, const FDialogueContext& Context, USceneComponent* AttachToCompo..., FName AttachPointName, FVector Location, FRotator Rotation, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* Attenuation..., bool bAutoDestroy )
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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.
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