Hi, we are trying to use the new UVoipTalker (available since UE 4.19) in order to have users’ voices spatialized.
We’ve already modified some previous versions of the engine (until 4.18.3) to have the correct association between player id and player voice’s AudioComponent. Our modifications are not appliable anymore with UE 4.19, because of some modifications on FRemoteTalkerDataImpl.
So, we are trying to use the new native way to spatialize users’ voices.
The API seems to be simple, but what we obtain is simply non-spatialized voices.
Having the player character, we do the following things in its Event BeginPlay:
We do the following for each player character spawned on each machine (client or server): we create the UVoipTalker and assign it the VoiceSettings (with the component to which to attach the voice and the attenuation settings). We already use the same attenuation settings before, by attaching them to the same Avatar Head, and it worked perfectly.