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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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| Arg | Description |
|---|---|
| In Exec | |
| Sound Atom Sound Base Object Reference | sound to play |
| Attach to Component Scene Component Object Reference | |
| Attach Point Name Name | Optional named point within the AttachComponent to play the sound at |
| Location Vector | 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 Rotator | 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 |
| Location Type EAttachLocation Enum | Specifies whether Location is a relative offset or an absolute world position |
| Stop when Attached to Destroyed Boolean | Specifies whether the sound should stop playing when the owner of the attach to component is destroyed. |
| Volume Multiplier Float (single-precision) | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| Pitch Multiplier Float (single-precision) | A linear scalar multiplied with the pitch. |
| Start Time Float (single-precision) | How far in to the sound to begin playback at |
| Attenuation Settings Atom Attenuation Object Reference | Override attenuation settings package to play sound with |
| Concurrency Settings Atom Concurrency Object Reference | Override concurrency settings package to play sound with |
| Auto Destroy Boolean | Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| Arg | Description |
|---|---|
| Out Exec | |
| Return Value Atom Component Object Reference | An Atom Component to manipulate the spawned sound |