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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UAudioComponent &42; SpawnDialogueAtLocation
&40;
const UObject &42; WorldContextObject,
UDialogueWave &42; Dialogue,
const struct FDialogueContext & Context,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
USoundAttenuation &42; AttenuationSettings,
bool bAutoDestroy
&41;
Remarks
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. Audio Component to manipulate the playing dialogue with
Parameters
| Name | Description |
|---|---|
| Dialogue | Dialogue to play |
| Context | Context the dialogue is to play in |
| Location | World position to play dialogue at |
| Rotation | World rotation to play dialogue at |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far into the dialogue to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |