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UAudioComponent * |
SpawnDialogueAttached
(
UDialogueWave* Dialogue,
const FDialogueContext& Context,
USceneComponent* AttachToComponent,
FName AttachPointName,
FVector Location,
EAttachLocation::Type LocationType,
bool bStopWhenAttachedToDestroyed,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
USoundAttenuation* AttenuationSettings,
bool bAutoDestroy
)
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UAudioComponent * |
SpawnDialogueAttached
(
UDialogueWave* Dialogue,
const FDialogueContext& Context,
USceneComponent* AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
EAttachLocation::Type LocationType,
bool bStopWhenAttachedToDestroyed,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
USoundAttenuation* AttenuationSettings,
bool bAutoDestroy
)
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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. |