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Providing Visual Feedback

Updated: Apr 15, 2026
Providing users with an indication when the microphone is active is an important part of creating a user-friendly App Voice Experience.
The simplest way to do this is to show some text when the microphone is active.

To show when the microphone is active

  1. In the Unreal editor, go to User Interface > Widget Blueprint.
    "Widget Blueprint"
  2. Name the Blueprint, for example, UI_VoiceSDK.
    "Naming the Blueprint"
  3. Open the Blueprint and drag a Text widget and a Button widget from the Palette panel to add them to the UI.
    "Adding a button object to the UI"
  4. Select the text, and then name it Result_Text.
  5. In the Details panel, select Is Variable.
    "The IsVariable option"
  6. In the Graph view, add an On Clicked event listener.
  7. Change Result_Text to show Activate button clicked.
  8. Bind to the OnPartialTranscription or OnFullTranscription delegates on the Voice Events component to receive transcription text as an FString, and set that value on the Result_Text widget.
    • OnPartialTranscription fires as the user speaks, while OnFullTranscription fires after the user finishes speaking with the final transcription.
  9. Change the Activate button to activate voice input.
    "Activating voice input"
  10. Add callbacks to OnStartVoiceInput and OnStopVoiceInput to change the text widget to show the current status (for example, “Listening” when OnStartVoiceInput fires and “Idle” when OnStopVoiceInput fires).
    "Adding callbacks"
  11. On the map, go to Blueprints and open Level Blueprint.
    "Opening Level Blueprint"
  12. Place the UI widget at the beginning of the game.
    "Placing UI widget at the beginning of the game."

See also