Using VoiceCulture in Blueprints
This page shows how to create and configure a USSVoiceCultureSound
asset, and introduces the custom editor interface provided by the plugin.
1. Creating the Asset
To create a localized voice asset:
- Right-click in the Content Browser
- Choose Audio > Voice Culture Audio
- Name the asset (e.g.,
LVA_NPC001_MarketScene01
)
Once created, double-click the asset to open the VoiceCulture Editor.
2. VoiceCulture Asset Editor
When editing a USSVoiceCultureSound
, the custom asset editor provides:
- A Details Panel to configure voice entries per culture
- A Graph View showing all culture entries visually
- A Toolbar with useful actions: Play, Stop, AutoPopulate
- A Preview Language dropdown for testing localized voices
By default, the Auto Populate feature does not overwrite existing culture entries — even if the associated sound is invalid or missing.
If you want to force override existing entries during auto-population, enable the bAutoPopulateOverwriteExisting
option in Voice Editor Settings.
Details Panel
- The
Voice Cultures
section lets you define oneUSoundBase
per culture code (e.g.,en
,fr
,jp
). - These are the audio clips that will be resolved at runtime depending on the current language.
Graph View
- Shows all defined cultures and their corresponding sounds
- Playback buttons allow quick preview of any entry
- Missing entries (like
fr
in the screenshot) are clearly visible
3. Toolbar Actions
The toolbar includes the following commands, implemented via FSSVoiceCultureSoundEditorCommands
:
- Play: Preview the current language's audio
- Stop: Stop any playing preview
- AutoPopulate: Scan the Asset Registry to auto-fill entries based on naming patterns
You can extend or customize this behavior through code using the FSSVoiceCultureSoundEditorToolkit
.
4. Using in Blueprint
In your Blueprint, you can use the USSVoiceCultureSound
asset like any regular sound. For example: