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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:

  1. Right-click in the Content Browser
  2. Choose Audio > Voice Culture Audio
  3. Name the asset (e.g., LVA_NPC001_MarketScene01)

Screenshot

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

Screenshot

Auto Populate

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 one USoundBase 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:

Screenshot