Do you support Unreal Engine 5?
Yes, we do. Our internal development team uses 4.27 for development, but testing is also done on 5. Everything works in both versions.
Do you have sound occlusion built-in?
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.
I cannot find the Capture Audio nodes?
If you have any issues finding nodes in Blueprint, make sure this plugin is enabled. In the Unreal Editor open
Plugins (Menu -> Edit -> Plugins) and make sure that in the Audio Section the
Audio Capture plugin is
activated like shown in this screenshot: