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Unreal Engine C++ API Reference > 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 |
UFUNCTION (BlueprintCallable, BlueprintCosmetic, Category="Audio",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay="2", UnsafeDuringActorConstruction="true", Keywords="play"))
static UAudioComponent * SpawnSound2D
(
const UObject * WorldContextObject,
USoundBase * Sound,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
USoundConcurrency * ConcurrencySettings,
bool bPersistAcrossLevelTransition,
bool bAutoDestroy
)
Remarks
This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
- Not Replicated.