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UGameplayStatics::PlayDialogueAtLocation

function Engine Blueprint Since 4.9
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Plays a UDialogueWave at a fixed world location with spatialization and attenuation. Fire-and-forget — no component is returned, so playback cannot be stopped early.

Caveats & Gotchas

  • No replication is performed; in multiplayer sessions, ensure this is called on each client independently or via a multicast RPC.
  • An overload without the Rotation parameter exists as a convenience wrapper; prefer the explicit-rotation version for directional sources.
  • If the FDialogueContext cannot resolve a SoundBase (e.g. the speaker voice is null), the call is silently skipped.

Signature

static ENGINE_API void PlayDialogueAtLocation(const UObject* WorldContextObject, class UDialogueWave* Dialogue, const FDialogueContext& Context, FVector Location, FRotator Rotation, float VolumeMultiplier = 1.f, float PitchMultiplier = 1.f, float StartTime = 0.f, USoundAttenuation* AttenuationSettings = nullptr)

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to obtain the world context.
Dialogue class UDialogueWave* The dialogue wave asset to play.
Context const FDialogueContext& Speaker and target context to resolve the audio variation.
Location FVector World-space position to play the dialogue at.
Rotation FRotator Orientation of the dialogue source.
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
AttenuationSettings USoundAttenuation* Optional attenuation override asset. nullptr

Return Type

void

Example

Play spatialized NPC bark at actor location C++
FDialogueContext Ctx;
Ctx.Speaker = NPCVoice;
Ctx.Targets.Add(PlayerVoice);
UGameplayStatics::PlayDialogueAtLocation(
	this, BarkWave, Ctx,
	GetActorLocation(), GetActorRotation(),
	1.f, 1.f, 0.f, AttenuationAsset);

Version History

Introduced in: 4.9

Version Status Notes
5.6 stable

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