The Frost Narrative Importer plugin connects Frostune:VO (FTVO) to Unreal Engine so designers can go from written dialogue to playable voice content with minimal manual setup.
When you import/push from FTVO, the plugin can automatically create/update:
The FTVO Playback Manager is Frostune:VO’s runtime dialogue control system for Unreal. It prevents unwanted voice overlap, applies per-line priority rules, and manages both conversation sequences and single FTVO-triggered sounds. Each speaker uses a managed voice slot identified by SpeakerTag: same or lower priority lines are ignored, while higher priority lines interrupt current playback. The system supports both 2D and 3D playback, uses UFrostSpeakerComponent when available for attachment, and works globally across multiple Play FTVO nodes in the same level. Priorities are authored in FTVO and imported automatically into Unreal assets, so designers usually do not need any extra Blueprint setup.
Enforces per-speaker voice arbitration at runtime using one voice slot per SpeakerTag.
Uses each line’s Priority (1–100) to decide what happens when multiple lines compete.
Prevents unwanted overlap on the same speaker.
Supports both 2D playback (radio, UI, narration) and 3D playback (attached to a speaker/emitter in the world).
Works with both:
CS_*)If a line is already playing for a speaker:
Example:
PRINCEPRINCE → ignoredPRINCE → interrupts and playsConversation sequences are treated as a single managed playback block rather than as unrelated individual lines.
That means:
Play FTVO nodes in the same level are supported, with conflicts resolved globally through the playback managerPriority is authored in FTVO per line (default: 50).
During import:
FTVO conversation steps store priority in the generated Unreal conversation asset:
CS_* → FFrostConvStep.Prioritygenerated single-line assets and random cues can also carry priority so runtime playback can apply the same rules consistently
For 3D playback, the system tries to attach audio to the best speaker anchor available:
UFrostSpeakerComponent if presentThis improves consistency between:
Play FTVONo extra setup is required in the Play FTVO Blueprint node for this version.
Designers mainly work the same way as before:
Play FTVOUWorldSubsystem (UFrostDialoguePlaybackSubsystem)Play FTVO callsSpeakerTagCS_*) and single FTVO-triggered sounds both pass through the same playback control logic