ODIN Unreal Engine FAQs

These are questions from users that have been asked in the AI Assistant and in our Discord channel. The answers provided in this document are optimized by our developers and support teams to provide the best possible answers.

Currently, my customer has a project using Unreal 4.23, can ODIN be used?

ODIN is compatible with Unreal Engine versions 4.26 and later, including all 5.x versions. It is internally built and tested with Unreal Engine 4.27. Unfortunately, this means that Unreal Engine 4.23 is not officially supported by ODIN, so you would likely need to upgrade to at least version 4.26 to use the ODIN plugin in your project - of course it’s worth a try to just install the plugin and see if it works, but we cannot guarantee that it will nor can we provide support for it.

Currently, my project is using Unreal 4.23, can ODIN be used?

ODIN is compatible with Unreal Engine versions 4.26 and later, including all 5.x versions. It is internally built and tested with Unreal Engine 4.27. Unfortunately, this means that Unreal Engine 4.23 is not officially supported by ODIN, so you would likely need to upgrade to at least version 4.26 to use the ODIN plugin in your project - of course it’s worth a try to just install the plugin and see if it works, but we cannot guarantee that it will nor can we provide support for it.

Do you support Unreal Engine 5.x?

Yes, we do. Our internal development team uses 4.27 for development, but testing is also done on 5.x.

Do you have sound occlusion built-in?

Yes, the audio is played via a synth component (see Add Odin Synth Component ) and this integrates natively into the entire Unreal Audio Engine with all the features that come with it. This also means that you can use any other 3rd party audio plugin to improve or to add new effects.

Are there any dependencies to other plugins?

Yes, ODIN uses capture and playback of the Unreal Engine. So, voice coming into the game is handled is exactly the same as prerecorded audio or sound effects. However, to capture the devices’ audio we use the official Unreal Audio Capture plugin provided by Epic Games.