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Wwise Unreal Integration Documentation
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These Blueprint functions target the root component of an Actor. If no AkComponent is attached to the Actor's root component, one is created.
Latent Blueprint node that posts a Wwise Event attached to and following the root component of the specified Actor, and then waits until the end of the Event to continue the graph's execution.
Latent Blueprint node that posts a Wwise Event attached to and following the root component of the specified Actor, and then waits until the end of the Event to continue the graph's execution. The async version waits until the media is loaded and then posts the event.
Posts a Wwise Event attached to and following the root component of the specified Actor.
Posts a Wwise Event attached to and following the root component of the specified Actor. The async version waits until the media is loaded and then posts the event.
Executes an action on an Event attached to and following the root component of the specified Actor. You can specify a fade time and an interpolation curve type. To execute the Action on a specific instance, use the playing ID, which is the value returned by the Post Event Blueprint.
Posts a Trigger to Wwise that targets the root component of a specified Actor.
Sets the attenuation scaling factor, which modifies the attenuation computations on the game object to simulate sounds with a larger or smaller area of effect.
Sets the time interval at which the AkComponent attached to the root component performs obstruction/occlusion calculations. Set to 0 to turn off obstruction/occlusion on the component.
Sets the active Switch for a given Switch Group, and targets the root component of a specified Actor.
Sets the direct output bus volume to use for the specified game object. The Bus Volume value is a number from 0.0f to 1.0f.
Stops all sounds on the given Actor.
Sets whether the AkComponent attached to the root component is influenced by AkReverbVolume.
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