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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UGameplayStatics > SpawnDialogueAttached
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; SpawnDialogueAttached
&40;
UDialogueWave &42; Dialogue,
const FDialogueContext & Context,
USceneComponent &42; AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
EAttachLocation::Type LocationType,
bool bStopWhenAttachedToDestroyed,
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 attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space. Audio Component to manipulate the playing dialogue with
Parameters
Name | Description |
---|---|
Dialogue | dialogue to play |
Context | context the dialogue is to play in |
AttachComponent | Component to attach to. |
AttachPointName | Optional named point within the AttachComponent to play the sound at |
Location | 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 |
Rotation | 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 |
LocationType | Specifies whether Location is a relative offset or an absolute world position |
bStopWhenAttachedToDestroyed | Specifies whether the sound should stop playing when the owner its attached to is destroyed. |
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 in to 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 |