The FTVO Unreal plugin connects Frostune:VO with your Unreal project through FrostLINK.
FrostLINK allows FTVO to push dialogue content, WAV files, metadata, localization data, containers, and runtime-ready dialogue assets directly into Unreal.
The plugin is designed for Unreal Engine 5.6+ and is installed as a project plugin.
Go to your Frostune Library:
https://frostune.com/library
Download the Unreal plugin package for your Unreal version.
Current package names may include:
FTVO_Unreal_Plugin_5.6.zip
FTVO_Unreal_Plugin_5.7.zip
The plugin name/package has been updated. Use the FTVO Unreal plugin package from your Frostune Library.
This is the folder containing your .uproject file.
Plugins
Plugins folder.Your project should look similar to:
YourProject/
├─ YourProject.uproject
├─ Content/
├─ Config/
└─ Plugins/
└─ FTVO_Unreal_Plugin/
The exact folder name may vary slightly depending on the release package, but it should contain the Unreal plugin files such as the
.upluginfile andSourcefolder.
Frostune
After restart, FrostLINK becomes available inside the editor.
Once the plugin is enabled and Unreal has restarted, FTVO can communicate with the Unreal editor.
FrostLINK allows FTVO to:
For basic usage, FrostLINK does not require manual setup inside Unreal after the plugin is enabled.
In Frostune:VO:
Example:
/Audio/VO
When pushing to Unreal, FTVO can create or update several types of assets.
Depending on your export settings and scene configuration, FTVO may create:
Example Unreal output structure:
Content/
└─ Audio/
└─ VO/
└─ New_Folder/
├─ SCENE_1/
├─ SCENE_2/
└─ SCENE_3/
Inside each scene folder, you may see assets such as:
FTVO_Line_<SpeakerTag>_<LineId>
FTVO_Random_<SceneTag>_<SpeakerTag>
SC_<SceneTag>_<SpeakerTag>
SoundWave assets
DialogueWave assets
SoundCue assets
FTVO can now create Unreal-side dialogue assets with localization-aware data.
This means pushed assets can preserve language-specific information such as:
The source language remains the master structure, while localized languages can maintain their own text and production status.
Structural changes such as creating scenes, folders, lines, and action rows should still be made in the source language inside FTVO.
FTVO uses deterministic naming so repeated pushes remain stable.
This helps Unreal projects stay clean when dialogue changes over time.
FTVO aims to:
This makes the Unreal push workflow safe to re-run during production.
Before pushing changes, use Dry Run whenever possible.
Dry Run allows you to preview what FTVO intends to do without modifying Unreal content.
The report may show:
Use Dry Run before large pushes or after major worksheet/script changes.
A full Unreal Push can:
The operation is designed to be repeatable and source-control friendly.
The FTVO Unreal plugin exposes Blueprint functionality for playing FTVO-managed dialogue.
The main Blueprint node is:
Play FTVO
This node can be used to:
Once the plugin is enabled, the Blueprint node is available in Blueprint graphs.
FTVO includes a runtime priority system for dialogue playback in Unreal.
This helps decide what should happen when multiple VO lines or dialogue containers try to play at the same time.
The priority system is useful for:
Priority information can be stored in FTVO-managed data and pushed to Unreal with the rest of the dialogue assets.
Typical examples:
| Dialogue Type | Suggested Priority |
|---|---|
| Critical story line | High |
| Quest / objective VO | High |
| Combat callout | Medium |
| NPC bark | Medium / Low |
| Ambient flavor line | Low |
Exact priority values and interruption behavior may depend on the current FTVO plugin version and project configuration.
When using Play FTVO, Unreal can use FTVO priority data to decide whether a line should:
This keeps narrative playback more controlled than directly triggering raw SoundWave or SoundCue assets.
FTVO runtime profiler events may include playback result information such as:
This makes it easier to debug why a line did or did not play during runtime testing.
For dialogue playback involving characters in the world, FTVO can use speaker tags and actor/component mapping.
A typical workflow is:
This lets Unreal resolve which in-game actor should speak a given FTVO line or sequence.
FTVO can create and update container-style assets for dialogue playback.
Depending on the scene and export configuration, FTVO may generate:
These assets help Unreal play dialogue without manually wiring every individual WAV file.
Example use cases:
The plugin is designed to work well in source-controlled projects.
Best practices:
Plugins/If assets are read-only or checked out by another user, Unreal or FTVO may block updates until the files are writable.
If FTVO cannot connect to Unreal:
If assets do not update as expected:
If duplicate assets appear:
| Task | Tool / Workflow |
|---|---|
| Install Unreal integration | Download FTVO Unreal plugin from Frostune Library |
| Enable FrostLINK | Enable plugin in Unreal and restart editor |
| Preview Unreal changes | Use Dry Run from FTVO |
| Import/update dialogue assets | Use Unreal Push |
| Create localized Unreal data | Push localization-aware FTVO Data Assets |
| Play dialogue in Blueprint | Use the Play FTVO node |
| Control playback importance | Use FTVO priority data |
| Manage barks/variations | Use random containers |
| Manage conversations | Use sequence / scene Data Assets |
| Keep Unreal clean | Use deterministic naming and FTVO-managed folders |