UGameplayStatics::PlayDialogue2D
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallableBlueprintCosmetic
Description
Plays a UDialogueWave at 2D (non-spatialized) volume, suitable for UI or cinematic dialogue where positional audio is not needed. Fire-and-forget — no component is returned.
Caveats & Gotchas
- • FDialogueContext must have a valid Speaker set; if the context cannot resolve a SoundBase for the given speaker/target pair, no audio plays and there is no error in non-debug builds.
- • Subtitles associated with the dialogue wave are only displayed if subtitles are enabled via SetSubtitlesEnabled; the function itself does not check or warn about subtitle state.
- • This is a fire-and-forget call — there is no way to stop or fade out the resulting sound; use SpawnDialogue2D if you need playback control.
Signature
static ENGINE_API void PlayDialogue2D(const UObject* WorldContextObject, UDialogueWave* Dialogue, const struct FDialogueContext& Context, float VolumeMultiplier = 1.f, float PitchMultiplier = 1.f, float StartTime = 0.f) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to obtain the world context. | — |
| Dialogue | UDialogueWave* | The dialogue wave asset to play. | — |
| Context | const struct FDialogueContext& | Speaker and target context used to resolve the correct audio variation. | — |
| VolumeMultiplier | float | Linear scalar applied to the volume. | 1.f |
| PitchMultiplier | float | Linear scalar applied to the pitch. | 1.f |
| StartTime | float | Offset in seconds into the dialogue to begin playback. | 0.f |
Return Type
void Example
Play UI announcement dialogue C++
FDialogueContext Ctx;
Ctx.Speaker = SpeakerVoice;
Ctx.Targets.Add(PlayerVoice);
UGameplayStatics::PlayDialogue2D(this, AnnouncementWave, Ctx); See Also
Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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