Sound Component In UEFN
Components are basic building blocks that use data and logic to build your game. Use the sound component to add audio that enhance the ambiance in your level.
The sound component is an asset-generated component. An asset-generated component is a component class that is automatically created based on preexisting content in your project, such as a mesh, sound, or particle system asset. These assets may also expose properties that you can modify on the generated component.
You can add an asset-generated component to an entity by selecting +Component in the Details panel and navigating to the base class to find the component you want. You can also drag and drop the asset from the Content Browser into the Details panel for your entity. These asset-generated components also can be referenced specifically in your Verse code and appear in your Assets.digest.verse file.
You need to compile the Verse code for your project after you import or create your asset in order to generate the component class.
To add a component to your entity, refer to Working with Entities and Components. The component is listed as sound_component, which matches the Verse class for the mesh component. For more information about the Verse API for the sound component, check out the sound_component API reference.
You're reading a preview
The full reference is free for BrainDeadGuild Discord members — sign in to read it all, or open the original at the source.
Sign in with your BrainDead.TV / BrainDeadGuild Discord account for full access.