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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. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
| Name | SpawnDialogueAtLocation |
| 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, Category="Audio",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay="4", UnsafeDuringActorConstruction="true", Keywords="play"))
static UAudioComponent * SpawnDialogueAtLocation
(
const UObject * WorldContextObject,
UDialogueWave * Dialogue,
const struct FDialogueContext & Context,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
USoundAttenuation * AttenuationSettings,
bool bAutoDestroy
)
Audio Component to manipulate the playing dialogue with
Parameters
| Name | Remarks |
|---|---|
| Dialogue | Dialogue to play |
| Context | Context the dialogue is to play in |
| Location | World position to play dialogue at |
| Rotation | World rotation to play dialogue 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 into 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 |