Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Audio
Plays a non-spatialized 2D sound when the state is entered. The task fires once and immediately succeeds — it does not wait for the sound to finish. Use Spawn Sound 2D instead if you need to track playback or stop the sound when the state exits.
The sound asset to play.
A concurrency settings asset that controls how this sound behaves when multiple instances are requested at once (limiting, stealing, etc.). Leave empty to use the sound’s default concurrency rules.
Scales the sound’s base volume. Default is 1.0.
Scales the sound’s base pitch. Default is 1.0.
Playback start offset in seconds. Default is 0.0.
The actor that “owns” this sound for the purpose of the audio engine’s listener-based culling and concurrency tracking. Leave unbound to play with no owner.
When enabled the sound bypasses the game audio focus rules and always plays. Suitable for menu or HUD sounds. Default is true.
If the Sound asset is not set the task will fail at compile time. At runtime the task inherits Error Means Failure from FStateTreeTools_TaskCommon, which controls whether a failure returns Failed or Succeeded.