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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAudioComponent * SpawnDialogueAttached
(
UDialogueWave* Dialogue, |
Kismet/GameplayStatics.h | ||
static UAudioComponent * SpawnDialogueAttached
(
UDialogueWave* Dialogue, |
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. | Kismet/GameplayStatics.h |
|
SpawnDialogueAttached(UDialogueWave , const FDialogueContext &, USceneComponent , FName, FVector, EAttachLocation::Type, bool, float, float, float, USoundAttenuation *, bool)
| Name | SpawnDialogueAttached |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #include "Kismet/GameplayStatics.h" |
static 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
)
SpawnDialogueAttached(UDialogueWave , const FDialogueContext &, USceneComponent , FName, FVector, FRotator, EAttachLocation::Type, bool, float, float, float, USoundAttenuation *, bool)
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 attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.
| Name | SpawnDialogueAttached |
| 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=(AdvancedDisplay="2", UnsafeDuringActorConstruction="true", Keywords="play"))
static 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
)
Audio Component to manipulate the playing dialogue with
Parameters
| Name | Remarks |
|---|---|
| Dialogue | dialogue to play |
| Context | context the dialogue is to play in |
| AttachComponent | Component to attach to. |
| AttachPointName | Optional named point within the AttachComponent to play the sound at |
| Location | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset |
| Rotation | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| bStopWhenAttachedToDestroyed | Specifies whether the sound should stop playing when the owner its attached to is destroyed. |
| 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 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 |