UForceFeedbackComponent

ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/ForceFeedbackComponent.h

Include

#include "Components/ForceFeedbackComponent.h"

Syntax

class UForceFeedbackComponent : public USceneComponent

Remarks

ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it

Variables

Name Description

Public variable

FForceFeedbackA...

 

AttenuationOverrides

If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

Public variable

UForceFeedbackA...

 

AttenuationSettings

If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

Public variable

uint8: 1

 

bAutoDestroy

Auto destroy this component on completion

Public variable

uint8: 1

 

bIgnoreTimeDilation

Should the playback of the forcefeedback pattern ignore time dilation and use the app's delta time

Public variable

uint8: 1

 

bLooping

Public variable

uint8: 1

 

bOverrideAttenuation

Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

Public variable

uint8: 1

 

bStopWhenOwnerDestroyed

Stop effect when owner is destroyed

Public variable

UForceFeedbackE...

 

ForceFeedbackEffect

The feedback effect to be played

Public variable

float

 

IntensityMultiplier

The intensity multiplier to apply to effects generated by this component

Public variable

FOnForceFeedbac...

 

OnForceFeedbackFinished

Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

Constructors

Name Description

Public function

UForceFeedbackComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AdjustAttenuation

(
    const FForceFeedbackAttenuationSett...
)

Modify the attenuation settings of the component

Public function Const

bool

 

BP_GetAttenuationSettingsToApply

Public function Const

void

 

CollectAttenuationShapesForVisualization

Collects the various attenuation shapes that may be applied to the effect played by the component for visualization in the editor.

Public function Const

const FForce...

 

GetAttenuationSettingsToApply()

Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the ForceFeedbackEffectAttenuation asset or overrides set.

Public function Virtual

void

 

Play

(
    float StartTime
)

Start a feedback effect playing

Public function

void

 

SetForceFeedbackEffect

(
    UForceFeedbackEffect* NewForce...
)

Set what force feedback effect is played by this component

Public function

void

 

SetIntensityMultiplier

(
    float NewIntensityMultiplier
)

Set a new intensity multiplier

Public function Virtual

void

 

Stop()

Stop playing the feedback effect

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

Activate

(
    bool bReset
)

Activates the SceneComponent, should be overridden by native child classes.

Public function Virtual Const

const UObjec...

 

AdditionalStatObject()

Give a readable name for this component, including asset name if applicable

Public function Virtual

void

 

Deactivate()

Deactivates the SceneComponent.

Public function Virtual Const

bool

 

IsReadyForOwnerToAutoDestroy()

Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

OnUnregister()

Called when a component is unregistered.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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