class unreal.ForceFeedbackAttenuationSettings(distance_algorithm=AttenuationDistanceModel.LINEAR, attenuation_shape=AttenuationShape.SPHERE, d_b_attenuation_at_max=- 60.0, falloff_mode=NaturalSoundFalloffMode.CONTINUES, attenuation_shape_extents=[400.0, 0.0, 0.0], cone_offset=0.0, falloff_distance=3600.0, custom_attenuation_curve=[])

Bases: unreal.BaseAttenuationSettings

The struct for defining the properties used when determining attenuation for a force feedback effect

C++ Source:

  • Module: Engine

  • File: ForceFeedbackAttenuation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attenuation_shape (AttenuationShape): [Read-Write] The shape of the non-custom attenuation method.

  • attenuation_shape_extents (Vector): [Read-Write] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape.

    Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box’s dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle

  • cone_offset (float): [Read-Write] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.

  • custom_attenuation_curve (RuntimeFloatCurve): [Read-Write] The custom volume attenuation curve to use.

  • d_b_attenuation_at_max (float): [Read-Write] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).

  • distance_algorithm (AttenuationDistanceModel): [Read-Write] The type of attenuation as a function of distance to use.

  • falloff_distance (float): [Read-Write] The distance over which volume attenuation occurs.

  • falloff_mode (NaturalSoundFalloffMode): [Read-Write] Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and ‘Attenuation At Max (dB)’ is set to a value greater than -60dB. (Only for ‘Natural Sound’ Distance Algorithm). */