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	<title>
	Comments on: How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game	</title>
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	<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/</link>
	<description>Detailed Game Programming Tutorials</description>
	<lastBuildDate>Wed, 06 Nov 2024 01:44:21 +0000</lastBuildDate>
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		<title>
		By: Tonetfal		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-8808</link>

		<dc:creator><![CDATA[Tonetfal]]></dc:creator>
		<pubDate>Wed, 06 Nov 2024 01:44:21 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-8808</guid>

					<description><![CDATA[Following this exact setup didn&#039;t make it working, so I had to debug it.

To start even trying to understand what&#039;s going on, I added this to the DefaultEngine.ini
[Core.Log]
LogOnlineVoice=All

Using ToggleSpeaking 1 in the console command (something the article didn&#039;t mention) I found out that nothing was happening, literally. After googling I stumbled upon 

[Voice] 
bEnabled=true 

that I added in my DefaultEngine.ini. After restarting the engine once again, it was at least saying that it&#039;s rejecting the request. The reason was the fact the local player was not owned by the voice engine because it never registered it.

Going deeper into the engine I found out that it happens only when you create/join a session. I was opening the game map directly by pressing PIE button. Now, after I tried to create a session, the ToggleSpeaking was finally working.

So, to recap. 

[Voice] 
bEnabled=true 

tells the engine to create a voice subsystem

[OnlineSubsystemSteam]
bHasVoiceEnabled=true

tells the voice subsystem to create a voice engine.

Creating or joining a session makes it tell the voice engine that there are players that might start speaking, i.e. it registers them.

ToggleSpeaking tells the voice subsystem to tell the voice engine to start capturing device of a player in case it was registered in the voice engine.

There&#039;s also 

[/Script/Engine.GameSession]
bRequiresPushToTalk=false

in case you want your players to not call ToggleSpeaking to start/stop talking, but talk all the time.

Hopefully it helps someone out. Cheers.]]></description>
			<content:encoded><![CDATA[<p>Following this exact setup didn&#8217;t make it working, so I had to debug it.</p>
<p>To start even trying to understand what&#8217;s going on, I added this to the DefaultEngine.ini<br />
[Core.Log]<br />
LogOnlineVoice=All</p>
<p>Using ToggleSpeaking 1 in the console command (something the article didn&#8217;t mention) I found out that nothing was happening, literally. After googling I stumbled upon </p>
<p>[Voice]<br />
bEnabled=true </p>
<p>that I added in my DefaultEngine.ini. After restarting the engine once again, it was at least saying that it&#8217;s rejecting the request. The reason was the fact the local player was not owned by the voice engine because it never registered it.</p>
<p>Going deeper into the engine I found out that it happens only when you create/join a session. I was opening the game map directly by pressing PIE button. Now, after I tried to create a session, the ToggleSpeaking was finally working.</p>
<p>So, to recap. </p>
<p>[Voice]<br />
bEnabled=true </p>
<p>tells the engine to create a voice subsystem</p>
<p>[OnlineSubsystemSteam]<br />
bHasVoiceEnabled=true</p>
<p>tells the voice subsystem to create a voice engine.</p>
<p>Creating or joining a session makes it tell the voice engine that there are players that might start speaking, i.e. it registers them.</p>
<p>ToggleSpeaking tells the voice subsystem to tell the voice engine to start capturing device of a player in case it was registered in the voice engine.</p>
<p>There&#8217;s also </p>
<p>[/Script/Engine.GameSession]<br />
bRequiresPushToTalk=false</p>
<p>in case you want your players to not call ToggleSpeaking to start/stop talking, but talk all the time.</p>
<p>Hopefully it helps someone out. Cheers.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonas		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-5602</link>

		<dc:creator><![CDATA[Jonas]]></dc:creator>
		<pubDate>Sun, 21 Jan 2024 07:44:19 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-5602</guid>

					<description><![CDATA[Do you happen to know if this works in ue5.3.2? I’ve been struggeling for weeks now trying to get proximity voice chat to work for my small hobby game, but can’t seem to get attenuation to work properly. It’s always either the client or the server that it works for, but not both at the same time, unless the server is muted until a client joins. Then if i unmute on the server first and then on the client, it works for both, up until one dies and respawns. When i then go through that procedure again of muting and unmuting, it only works for one part.
Any suggestions or have experienced something similar?]]></description>
			<content:encoded><![CDATA[<p>Do you happen to know if this works in ue5.3.2? I’ve been struggeling for weeks now trying to get proximity voice chat to work for my small hobby game, but can’t seem to get attenuation to work properly. It’s always either the client or the server that it works for, but not both at the same time, unless the server is muted until a client joins. Then if i unmute on the server first and then on the client, it works for both, up until one dies and respawns. When i then go through that procedure again of muting and unmuting, it only works for one part.<br />
Any suggestions or have experienced something similar?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonas		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-5592</link>

		<dc:creator><![CDATA[Jonas]]></dc:creator>
		<pubDate>Fri, 19 Jan 2024 20:39:39 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-5592</guid>

					<description><![CDATA[I&#039;ve just tried this today with 5.3.2 and can&#039;t get it to work. The attenuation does not seem to work for the Server. As soon as a Client connects (ie. 30 secs after the server), the attenuation resets for the Server.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just tried this today with 5.3.2 and can&#8217;t get it to work. The attenuation does not seem to work for the Server. As soon as a Client connects (ie. 30 secs after the server), the attenuation resets for the Server.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-5281</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Fri, 05 Jan 2024 22:22:32 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-5281</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-4219&quot;&gt;Jules&lt;/a&gt;.

You will have to do this in C++ if the functionality isn&#039;t available in BP.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-4219">Jules</a>.</p>
<p>You will have to do this in C++ if the functionality isn&#8217;t available in BP.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jules		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-4219</link>

		<dc:creator><![CDATA[Jules]]></dc:creator>
		<pubDate>Mon, 30 Oct 2023 15:09:56 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-4219</guid>

					<description><![CDATA[Hello, hello :) thank you so much for this! The method is working fine, except when i do a servertravel to another map. It seems to need some unregister to player state call, which unfortunatly i cannot find in the BP-functions. Any experience / idea about that ?]]></description>
			<content:encoded><![CDATA[<p>Hello, hello 🙂 thank you so much for this! The method is working fine, except when i do a servertravel to another map. It seems to need some unregister to player state call, which unfortunatly i cannot find in the BP-functions. Any experience / idea about that ?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-2933</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Sat, 13 Aug 2022 08:49:52 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-2933</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-2920&quot;&gt;Luna&lt;/a&gt;.

UE4 only uses your default audio devices that are set in Windows. Make sure the microphone you want to use is set as default input and communications.

Also if no players are connected, Voice Data might not be sent over the network. Try testing with two clients connected to the same local server.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-2920">Luna</a>.</p>
<p>UE4 only uses your default audio devices that are set in Windows. Make sure the microphone you want to use is set as default input and communications.</p>
<p>Also if no players are connected, Voice Data might not be sent over the network. Try testing with two clients connected to the same local server.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Luna		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-2920</link>

		<dc:creator><![CDATA[Luna]]></dc:creator>
		<pubDate>Fri, 12 Aug 2022 03:21:17 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-2920</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-24&quot;&gt;Matt&lt;/a&gt;.

Hi, Matt ! Thank you for the great tutorial ! 
I have met a problem when i test it alone on the local laptop. When i press V and speak, the output log says &quot;LogOnlineVoice: OSS：starting networked voice for user:0 &quot; , but the &quot;start net &quot; command shows no voice data bytes are being sent and received with the data being all zero.
If you can help, it’d be much appreciated!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-24">Matt</a>.</p>
<p>Hi, Matt ! Thank you for the great tutorial !<br />
I have met a problem when i test it alone on the local laptop. When i press V and speak, the output log says &#8220;LogOnlineVoice: OSS：starting networked voice for user:0 &#8221; , but the &#8220;start net &#8221; command shows no voice data bytes are being sent and received with the data being all zero.<br />
If you can help, it’d be much appreciated!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Lushy		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-2243</link>

		<dc:creator><![CDATA[Lushy]]></dc:creator>
		<pubDate>Tue, 05 Apr 2022 13:15:35 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-2243</guid>

					<description><![CDATA[Can some one make video tutorial on this plz &#060;3]]></description>
			<content:encoded><![CDATA[<p>Can some one make video tutorial on this plz &lt;3</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-2180</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Mon, 14 Mar 2022 18:06:28 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-2180</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-1968&quot;&gt;Josh&lt;/a&gt;.

The voice chat might be not using the correct audio devices. You will have to use cpp to set the active audio devices.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-1968">Josh</a>.</p>
<p>The voice chat might be not using the correct audio devices. You will have to use cpp to set the active audio devices.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Josh		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-1968</link>

		<dc:creator><![CDATA[Josh]]></dc:creator>
		<pubDate>Wed, 26 Jan 2022 08:50:37 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-1968</guid>

					<description><![CDATA[Hey Matt, hope you doing well

Thank you for the tutorials works perfectly on PC

However, I&#039;m trying to make this work on my VR HMD Quest 2 but I can only ear other PC players talk on the HMD with positional sound perfectly good but the Quest 2 can&#039;t talk and nobody can ear it

Do you know what may be this issue ?

Using 4.27.2 front Epic Github]]></description>
			<content:encoded><![CDATA[<p>Hey Matt, hope you doing well</p>
<p>Thank you for the tutorials works perfectly on PC</p>
<p>However, I&#8217;m trying to make this work on my VR HMD Quest 2 but I can only ear other PC players talk on the HMD with positional sound perfectly good but the Quest 2 can&#8217;t talk and nobody can ear it</p>
<p>Do you know what may be this issue ?</p>
<p>Using 4.27.2 front Epic Github</p>
]]></content:encoded>
		
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