🚀 Quick Start¶
Get from zero to "I can hear my friend" in a few minutes.
1. Enable voice in your project¶
The engine's voice capture is off by default. Open Config/DefaultEngine.ini and add:
[Voice]
bEnabled=true
Warning
This value is read at engine startup. After adding it, fully restart the editor — it won't take effect on a hot reload.
Your microphone is normally already allowed by the OS, so you shouldn't have to touch anything. But if you run into trouble and no capture starts, come back and double-check it here (Windows: Settings → Privacy → Microphone).
2. Add the component to your player¶
Open your player Character/Pawn Blueprint and add the Proximity Voice Chat component.
Tip
The owning actor should be replicated and player-controlled (a normal networked Character/Pawn). The component is the speaker: whatever actor it lives on is what other players hear.
Optionally assign a Default Configuration on the component (a ProximityVoiceConfig Data Asset). If you leave it empty, sensible built-in defaults are used. See Configuration.
3. Decide when to transmit¶
EPVC never guesses when you want to talk, your game decides. Call Set Active Voice on the component:
- Push-to-talk:
Set Active Voice(true)on key pressed,Set Active Voice(false)on released. - Open mic:
Set Active Voice(true)once at BeginPlay. - Trigger / radio: toggle it from your own gameplay logic.
Note
Call Set Active Voice on the owning client (the player who is talking). Transmission is replicated for you.
4. Test it¶
Play in the editor with at least 2 players:
- Number of Players:
2 - Net Mode:
Play As Listen Server(orPlay As Clientagainst a dedicated server)
Walk the two players close together and talk.
Warning
Proximity voice does not play back on your own machine, you can't hear yourself. You need a second player (or a second PIE window) to hear anything.
✅ Checklist if you hear nothing¶
| Check | Why |
|---|---|
[Voice] bEnabled=true added and editor restarted |
Capture won't init otherwise |
| Microphone allowed by the OS | No mic = no capture |
Set Active Voice(true) is actually being called |
Nothing is sent until you transmit |
| Testing with 2+ players | You never hear yourself |
| Both players on the same channel | Listeners only hear their own channel — see Channels |
| Speaker not server-muted | See Muting |
Tip
Turn on the Debug Overlay to see who's transmitting, their ranges, and occlusion in real time.
5. Going further¶
Once you can hear each other, the rest is opt-in:
- Channels, so teams don't hear each other
- Radios & Receivers, one component to turn a prop into a radio or an intercom
- Voice Effects, the radio crunch and other source effects
- Occlusion, muffle voices through walls