Project Example
This example project demonstrates how to use the VoiceCulture plugin in a real-world scenario.
It includes UI widgets, sample localized assets, and a clear separation between Game Language and Voice Language.
If you haven't downloaded the project template yet, you can get it here:
To test the UI, open the map Map_VC_VoiceOver_Example
(if not already open).
Game Language vs. Voice Language
The system keeps Game Language and Voice Language separate, allowing for more flexible localization workflows.
Clicking the "Play current voice language" button in the UI plays the LVA_MAX_Hello_L01
asset.
This voice asset only includes "fr"
and "en"
, but no "jp"
version — making it ideal to demonstrate culture validation and fallback.
In the W_VC_TestCurrentVoiceOver
widget:
- You can see how to validate if a
USSVoiceCultureSound
asset has an entry for the current voice culture. - It also shows that you can use standard UE functions like
PlaySound2D
to play localized voice lines.
W_VC_VoiceOverSelector
Widget
This widget demonstrates how to:
- Dynamically switch the voice culture using a combo box
- Populate the list of supported cultures from the plugin settings
- Optionally save the voice culture to an
.ini
file (whenbPersist
is enabled)
OnOptionSelected
(called when user selects a culture)
PopulateOptions
(method override to fill combo box options)
ResolveDefaultSelection
(used to highlight the current culture)
W_VC_VoiceOverSelector
inherits from W_VC_ComboBox
, which is shared with the Game Language selector.
This allows reuse of common logic and avoids duplicating Blueprint code.
W_VC_GameCultureSelector
Widget
This widget uses the same logic as W_VC_VoiceOverSelector
, but modifies the native Unreal Engine Game Culture.
It changes the game language without affecting the voice language.
Conclusion
This project template is provided to help you:
- Understand how to structure game/voice culture independently
- See real examples of how to populate and switch cultures in UI
- Experiment with the plugin using sample assets and code
Depending on your own game setup, you may implement these concepts differently.
Examples:
- Store the selected
VoiceCulture
in yourUGameUserSettings
- Integrate
VoiceCulture
into Epic’sGameSettingsRegistry
(e.g., Lyra project setup)
You are encouraged to adapt the logic to your own systems.