Play Sound at Location

Play Sound at Location

Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Play Sound at Location
Sound
Select Asset
Location
X0
Y 0
Z 0
Rotation
R 0
P 0
Y0
Volume Multiplier
Pitch Multiplier
Start Time
Attenuation Settings
Select Asset
Concurrency Settings
Select Asset
Owning Actor
Initial Params
Select Asset

Inputs

In
Exec
Sound
Sound Base Object Reference

sound to play

Location
Vector

World position to play sound at

Rotation
Rotator

World rotation to play sound at

Volume Multiplier
Float (single-precision)

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

Pitch Multiplier
Float (single-precision)

A linear scalar multiplied with the pitch.

Start Time
Float (single-precision)

How far in to the sound to begin playback at

Attenuation Settings
Sound Attenuation Object Reference

Override attenuation settings package to play sound with

Concurrency Settings
Sound Concurrency Object Reference

Override concurrency settings package to play sound with

Owning Actor
Actor Object Reference

The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.

Initial Params
Initial Active Sound Params Object Reference

Outputs

Out
Exec
Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Cancel