Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Audio
Spawns a spatialized audio component at a world-space location and keeps the task running until the sound finishes naturally, at which point the task succeeds. If the state exits before the sound ends the audio component is stopped and destroyed. The spawned component is written to the Spawned Sound Component output so other tasks or conditions can reference it.
The sound asset to play.
An attenuation settings asset that controls how the sound falls off with distance. Leave empty to use the sound’s default attenuation settings.
A concurrency settings asset that controls how this sound behaves when multiple instances are requested. Leave empty to use the sound’s default concurrency rules.
The world-space position at which the sound is spawned.
The initial world-space rotation of the audio component.
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.
When enabled the audio component destroys itself after playback ends. Default is true.
Receives the UAudioComponent that was created. Bind downstream tasks or conditions to this output to control or query the playing sound.
OnAudioFinished callback fires and immediately signals task completion via the async execution context.OnAudioFinished callback. There is a one-frame delay between the sound ending and the task completing.If the Sound asset is not set the task will fail at compile time. The task inherits Error Means Failure from FStateTreeTools_TaskCommon.