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Version: 2.x

C++ Class Reference

The ODIN Voice Unreal SDK ships the Odin and OdinLibrary modules. To use their classes from C++, add them, together with Unreal's audio capture modules, to the PublicDependencyModuleNames in your project's Build.cs:

Source/<YourProject>/<YourProject>.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore",
"Odin", "OdinLibrary", "AudioCapture", "AudioCaptureCore",
});

Then include the header of the class you need, e.g. #include "OdinRoom.h". Every page below names its header.

Most classes are available in Blueprints as well. Their pages link to the matching nodes in the Blueprint Reference, and the Blueprint pages link back to the C++ members. For a step-by-step introduction, see ODIN in Unreal C++.

info

This reference is generated from the public headers of the SDK. Internal helpers and the UOdinNative… classes, which only exist to build the Native (Low-Level) Blueprint nodes, are not listed. To call the native ODIN functions from C++ directly, include odin.h and see the Core SDK API reference.