Create Concurrency
Create a Sound Concurrency asset. The limit defaults to GLOBAL rather than per owner, so set limit_to_owner unless you really mean N across the whole game.
hf_create_concurrencyWriteArguments
| Name | Type | Description |
|---|---|---|
destinationreq | string | Where to create it, /Game/Audio/CONC_Name. |
force | boolean = false | Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first. |
limit_to_owner | boolean | True counts per owning actor. False, the engine's default, counts across the whole game. |
max_count | integer | How many may play at once. |
Related tools
Nearby in Audio:
- Audit Audio
- Batch Set Loading Behavior
- Connect Sound Cue Nodes
- Create Attenuation
- Create Sound Class
- Create Sound Cue
- Create Sound Mix
- Create Submix
All 27 tools in Audio — 18 more not listed here.