Are there any dependencies to other plugins?
Yes, ODIN uses Epic’s official Audio Capture Plugin to capture audio from input devices, such as microphones. Users have the option to either user the default Audio Capture
object provided by the Create Audio Capture
method, or the extended Odin Audio Capture object. We recommend using Create Odin Audio Capture
due to its superior features, such as the ability to switch capture devices on supported platforms and enhanced Push-To-Talk functionality.
Other than that, ODIN defaults to Unreal’s standard audio playback, meaning any voice data played in-game is managed like any other audio source in Unreal. This makes it possible to implement exciting features like Proximity Voice Chat and manage settings like Volume controls using Unreal’s existing solutions.
See also
- I'm having Issues with Echo Cancellation, what can I do?
- Do you have sound occlusion built-in?
- Do you support Unreal Engine 5.x?
- Blueprint Only Projects: My packaged builds crash right after start-up
- Build-error: building for ... but attempting to link with file built for unknown-unsupported file format
- C++ only: JoinRoom does not trigger callbacks on Android / Meta Quest
- Cross-Platform / Cross-Engine is great. Inside the web client I can hear the UE client, but I cannot hear web clients inside the UE client. Why does it not work?
- How to address build issues with Odin installed in both the Engine and Project
- I cannot find the Capture Audio nodes?
- LogUObjectGlobals: Warning: [AssetLog] ... Can't find file Error when running a packaged build
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