Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include |
#include "Kismet/GameplayStatics.h" |
Source |
/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UForceFeedbackComponent * SpawnForceFeedbackAtLocation
(
const UObject * WorldContextObject,
UForceFeedbackEffect * ForceFeedbackEffect,
FVector Location,
FRotator Rotation,
bool bLooping,
float IntensityMultiplier,
float StartTime,
UForceFeedbackAttenuation * AttenuationSettings,
bool bAutoDestroy
)
Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
Force Feedback Component to manipulate the playing feedback effect with
Parameter |
Description |
---|---|
ForceFeedbackEffect |
effect to play |
Location |
World position to center the effect at |
Rotation |
World rotation to center the effect at |
IntensityMultiplier |
Intensity multiplier |
StartTime |
How far in to the feedback effect to begin playback at |
AttenuationSettings |
Override attenuation settings package to play effect with |
bAutoDestroy |
Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated |