Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
Include |
#include "GameFramework/PlayerController.h" |
Source |
/Engine/Source/Runtime/Engine/Private/PlayerController.cpp |
FDynamicForceFeedbackHandle PlayDynamicForceFeedback
(
float Intensity,
float Duration,
bool bAffectsLeftLarge,
bool bAffectsLeftSmall,
bool bAffectsRightLarge,
bool bAffectsRightSmall,
EDynamicForceFeedbackAction::Type Action,
FDynamicForceFeedbackHandle ActionHandle
)
Allows playing of a dynamic force feedback event from native code Begins playing when Start is called. Calling with Action set to Update or Stop if the feedback is not active will have no effect. When Update is called the Intensity, Duration, and affect values will be updated
The index to pass in to the function to update the latent action in the future if needed. Returns 0 if the feedback was stopped or the specified UniqueID did not map to an action that can be started/updated.
Parameter |
Description |
---|---|
Intensity |
How strong the feedback should be. Valid values are between 0.0 and 1.0 |
Duration |
How long the feedback should play for. If the value is negative it will play until stopped |
bAffectsLeftLarge |
Whether the intensity should be applied to the large left servo |
bAffectsLeftSmall |
Whether the intensity should be applied to the small left servo |
bAffectsRightLarge |
Whether the intensity should be applied to the large right servo |
bAffectsRightSmall |
Whether the intensity should be applied to the small right servo |
Action |
Whether to (re)start, update, or stop the action |
UniqueID |
The ID returned by the start action when wanting to restart, update, or stop the action |