1. Create Dialogue Voices

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Prerequisite Topics

This page assumes you have prior knowledge of the following topics. Please read them before proceeding.

In this example, we are using characters from the Mixamo Animation Pack , available for free on the Unreal Engine Marketplace. In the Mixamo Animation Pack, all the characters inherit from a general character Blueprint. Working in your own project, or with a C++ setup, you would need to adjust the following steps, but the primary concepts still apply.

Each character has their own value for a Dialogue Voice variable. Even if you don't localize your audio content, having a distinct voice per character means that you can associate a given voice actor's recordings with that voice, so Zoe will always sound like Zoe.

  1. In the MixamoAnimPack folder in the Content Browser, double-click on MixamoCharacter_Master to open the Blueprint.


  2. Add a new variable to the Blueprint.


  3. Name the new variable DialogueVoice, then set its type to a DialogueVoice Reference.


  4. Compile and save your Blueprint.

    Now, we need to create the Dialogue Voice assets to use for each of our three characters.

  5. Go back to the Content Browser, and create a new Dialogue Voice asset.


  6. Name the new asset QuestNPC, then double-click to open it.

  7. Referring to our design document, we know that the quest NPC's voice is Feminine and Singular. Use the drop-down menus to set the Gender and Plurality accordingly.


  8. Repeat the process two more times to create a Dialogue Voice asset for Adam that is Masculine and Singular, and a Dialogue Voice asset for Zoe that is Feminine and Singular.



  9. Save and close all your new Dialogue Voice assets.

Now that our Dialogue Voices have been created, we can associate them with our characters.

  1. Back in the Content Browser, in the Mixamo_SWAT folder, open the Mixamo_SWAT Blueprint.


  2. If your Blueprint is not a data-only Blueprint and the defaults are not already visible, click on the Class Defaults button in the Toolbar to open the Blueprint's default properties.


  3. Set Dialogue Voice in the Details panel to Quest NPC.


  4. Repeat the process to set the Mixamo_Adam Blueprint's Dialogue Voice to Adam, and to set the Mixamo_Zoe Blueprint's Dialogue Voice to Zoe.



To help identify your Dialogue Voice characters:

  1. Place your character in the world, then frame them in the viewport.

  2. Right-click on the Dialogue Voice asset in the Content Browser.

  3. Select Asset Actions >> Capture Thumbnail.