-- CODE language-cs --[Unity C#]
void PlayArrangement(TransitionInfo transitionInfo);
-- CODE language-cpp --[Unreal C++]
void PlayArrangement(
PMTags arrangementType, float durationTransition, PMTimings timing, int stingerId,
bool canTransitionToItself, EAudioFaderCurve AudioFaderCurve);
The tag/arrangementType specifies which arrangement to play, durationTransition sets the transition duration, timing specifies the timing options, canTransitionToItself enables/disables transitions to the same type and curve/AudioFaderCurve specifies how to transition.
Note that Unity uses the TransitionInfo class while Unreal uses individual parameters.
Additional function overload using a name String as an input
-- CODE language-cpp --[Unreal C++]
void PlayArrangementByName(
FString arrangementName, float durationTransition, PMTimings timing, int stingerId,
bool canTransitionToItself, EAudioFaderCurve AudioFaderCurve);