SpawnDialogueAttached

Overload list

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Name Description

Public function Static

UAudioCompon...

 

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
)

Public function Static

UAudioCompon...

 

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
)

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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