![]() Double-click SpatialAudioBP to open the class, and click on the Viewport tab.Select Actor as the base class, and call the new class 'SpatialAudioBP'.In the content browser, right-click and select Blueprint Class.Then copy and paste the desired assets to the Content folder of your working project. To use these assets in your project, download the Unreal Demo Game and locate the wanted assets in the explorer under $/WwiseDemoGame/Content. We will use assets from the Unreal Demo Game available from the Wwise Launcher. See Combining Simple and Complex Collision for an explanation on how this can be achieved. It is possible to combine complex collision with simple collision by using two versions of the mesh. If you have a specific mesh for a room or building, the simple collision component(s) could be added to the mesh as a child component(s). For example, the simple collision component could be a box, sphere, or capsule. For that reason, the recommended setup in a Blueprint class is to have a simple collision component as the parent when using AkLateReverbComponent component and AkRoomComponent. The simple collision tests used by AkLateReverbComponent and AkRoomComponent do not support trimeshes. ![]() When this setting is used, the containment tests for AkLateReverbComponent and AkRoomComponent will fail, as the simple collision will be ignored, and the mesh's full trimesh will be used. For example, this setting might be required to allow a character to enter a room through a doorway but still collide with the walls. However, for complex meshes, such as those with doorways and openings, it is sometimes necessary to 'use complex collision as simple' in the collision settings for the mesh (refer to Simple Vs Complex Collision). It is also possible to add simple collision to a mesh asset in Unreal (refer to Setting Up Collision With Static Meshes). If the PrimitiveComponent has no simple collision, the containment test will simply use the component bounds, which may be less accurate. For example, you could use a box collision, sphere collision, or capsule collision component. ![]() You should therefore use a parent PrimitiveComponent that has simple collision. The Preparation for the Spatial Audio Tutorials must be completed prior to starting this tutorial.ĪkLateReverbComponent and AkRoomComponent rely on containment tests to check whether a given game object position lies within their parent PrimitiveComponent. ![]() In this section we will build a replica of the structure from section Unreal Project Preparation, using a Blueprint class so that it can be easily added or spawned throughout the world. It's also possible to use the various spatial audio components to construct a Blueprint actor that can be replicated throughout the level. So far, we have built everything directly in our level, using prebuilt actors or adding components to individual actor instances. ![]()
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