Spawn Dialogue at Location

Spawn Dialogue at Location

Windows
MacOS
Linux

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.

Target is Gameplay Statics

Spawn Dialogue at Location
Dialogue
Select Asset
Context
Location
X0
Y 0
Z 0
Rotation
R 0
P 0
Y0
Volume Multiplier
1.000000
Pitch Multiplier
1.000000
Start Time
0.000000
Attenuation Settings
Select Asset
Auto Destroy
Return Value

Inputs

In
Exec
Dialogue
Dialogue Wave Object Reference

Dialogue to play

Context
Dialogue Context Structure (by ref)

Context the dialogue is to play in

Location
Vector

World position to play dialogue at

Rotation
Rotator

World rotation to play dialogue at

Volume Multiplier
Float

A linear scalar multiplied with the volume, in order to make the sound louder or softer.

Pitch Multiplier
Float

A linear scalar multiplied with the pitch.

Start Time
Float

How far into the dialogue to begin playback at

Attenuation Settings
Sound Attenuation Object Reference

Override attenuation settings package to play sound with

Auto Destroy
Boolean

Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated

Outputs

Out
Exec
Return Value
Audio Component Object Reference

Audio Component to manipulate the playing dialogue with

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