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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Description
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. 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.
| Name | SpawnDialogue2D |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
UFUNCTION (BlueprintCallable, BlueprintCosmetic, Category="Audio",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay="3", UnsafeDuringActorConstruction="true", Keywords="play"))
static UAudioComponent * SpawnDialogue2D
(
const UObject * WorldContextObject,
UDialogueWave * Dialogue,
const struct FDialogueContext & Context,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
bool bAutoDestroy
)