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.
Target is Gameplay Statics
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In
Exec
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Dialogue
Dialogue Wave Object Reference
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dialogue to play |
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Context
Dialogue Context Structure (by ref)
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context the dialogue is to play in |
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Attach to Component
Scene Component Object Reference
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Attach Point Name
Name
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Optional named point within the AttachComponent to play the sound at |
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Location
Vector
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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 |
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Rotation
Rotator
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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 |
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Location Type
EAttachLocation Enum
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Specifies whether Location is a relative offset or an absolute world position |
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Stop when Attached to Destroyed
Boolean
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Specifies whether the sound should stop playing when the owner its attached to is destroyed. |
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Volume Multiplier
Float
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A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
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Pitch Multiplier
Float
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A linear scalar multiplied with the pitch. |
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Start Time
Float
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How far in to the dialogue to begin playback at |
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Attenuation Settings
Sound Attenuation Object Reference
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Override attenuation settings package to play sound with |
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Auto Destroy
Boolean
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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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Out
Exec
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Return Value
Audio Component Object Reference
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Audio Component to manipulate the playing dialogue with |