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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; SpawnSoundAtLocation
&40;
const UObject &42; WorldContextObject,
USoundBase &42; Sound,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
class USoundAttenuation &42; AttenuationSettings,
USoundConcurrency &42; ConcurrencySettings,
bool bAutoDestroy
&41;
Remarks
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point. An audio component to manipulate the spawned sound
Parameters
| Name | Description |
|---|---|
| Sound | sound to play |
| Location | World position to play sound at |
| Rotation | World rotation to play sound 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 in to the sound to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| ConcurrencySettings | Override concurrency 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 |