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19 results for "spatial"

function
UGameplayStatics::GetActiveSpatialPluginName Engine

Returns the name of the currently active audio spatialization plugin for the world's audio device.

function
UGameplayStatics::GetAvailableSpatialPluginNames Engine

Returns the names of all audio spatialization plugins that are loaded and available in the current session.

function
UGameplayStatics::SetActiveSpatialPluginByName Engine

Switches the active audio spatialization plugin at runtime to the one identified by name.

function
UGameplayStatics::CreateSound2D Engine

Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.

function
AActor::GetActorBounds Engine

Computes an axis-aligned bounding box (AABB) for this actor and outputs it as a center origin and half-extents.

function
UGameplayStatics::PlayDialogue2D Engine

Plays a UDialogueWave at 2D (non-spatialized) volume, suitable for UI or cinematic dialogue where positional audio is not needed.

function
UGameplayStatics::PlayDialogueAtLocation Engine

Plays a UDialogueWave at a fixed world location with spatialization and attenuation.

function
UGameplayStatics::PlaySound2D Engine

Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.

function
UPrimitiveComponent::SetCollisionEnabled Engine

Sets the collision enabled state on the component.

function
UGameplayStatics::SpawnDialogue2D Engine

Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading.

function
UGameplayStatics::SpawnDialogueAtLocation Engine

Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.

function
UGameplayStatics::SpawnSound2D Engine

Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.

function
UGameplayStatics::SpawnSoundAtLocation Engine

Spawns a spatialized audio component at a fixed world location and begins playback immediately.

function
UGameplayStatics::SpawnSoundAttached Engine

Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

class
USoundAttenuation Engine

A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.

class
USplineComponent Engine

A component that defines a curved path through space using Hermite spline points.

class
UWorldSubsystem Engine

Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.

function
UKismetMathLibrary::Vector4_Size3 Engine

Returns the Euclidean length of the XYZ components of a FVector4, ignoring the W element entirely.