unreal.GameplayCueNotify_ForceFeedbackInfo
¶
- class unreal.GameplayCueNotify_ForceFeedbackInfo(spawn_condition_override=[GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, GameplayCueNotify_LocallyControlledPolicy.ALWAYS, 1.0, [], []], placement_info_override=['None', GameplayCueNotify_AttachPolicy.DO_NOT_ATTACH, AttachmentRule.KEEP_WORLD, False, True, [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], force_feedback_effect=None, force_feedback_tag='None', is_looping=False, override_spawn_condition=False, override_placement_info=False, play_in_world=False, world_intensity=1.0, world_attenuation=None)¶
Bases:
unreal.StructBase
FGameplayCueNotify_ForceFeedbackInfo
Properties that specify how to play a force feedback effect.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
force_feedback_effect
(ForceFeedbackEffect): [Read-Write] Force Feedback Effect: Force feedback effect to play.force_feedback_tag
(Name): [Read-Write] Force Feedback Tag: Tag used to identify the force feedback effect so it can later be canceled. Warning: If this is “None” it will stop ALL force feedback effects if it is canceled.is_looping
(bool): [Read-Write] Is Looping: If enabled, the force feedback will be set to loop.override_placement_info
(bool): [Read-Write] Override Placement Info: If enabled, use the placement info override and not the default one.override_spawn_condition
(bool): [Read-Write] Override Spawn Condition: If enabled, use the spawn condition override and not the default one.placement_info_override
(GameplayCueNotify_PlacementInfo): [Read-Write] Placement Info Override: Defines how the force feedback will be placed.play_in_world
(bool): [Read-Write] Play in World: If enabled, the force feedback will be played in the world and affect all players.spawn_condition_override
(GameplayCueNotify_SpawnCondition): [Read-Write] Spawn Condition Override: Condition to check before playing the force feedback.world_attenuation
(ForceFeedbackAttenuation): [Read-Write] World Attenuation: How the force feedback is attenuated over distance when played in world.world_intensity
(float): [Read-Write] World Intensity: Multiplier applied to the force feedback when played in world.
- property force_feedback_effect¶
[Read-Only] Force Feedback Effect: Force feedback effect to play.
- Type
- property force_feedback_tag¶
[Read-Only] Force Feedback Tag: Tag used to identify the force feedback effect so it can later be canceled. Warning: If this is “None” it will stop ALL force feedback effects if it is canceled.
- Type
(Name)
- property is_looping¶
[Read-Only] Is Looping: If enabled, the force feedback will be set to loop.
- Type
(bool)
- property override_placement_info¶
[Read-Only] Override Placement Info: If enabled, use the placement info override and not the default one.
- Type
(bool)
- property override_spawn_condition¶
[Read-Only] Override Spawn Condition: If enabled, use the spawn condition override and not the default one.
- Type
(bool)
- property placement_info_override¶
[Read-Only] Placement Info Override: Defines how the force feedback will be placed.
- property play_in_world¶
[Read-Only] Play in World: If enabled, the force feedback will be played in the world and affect all players.
- Type
(bool)
- property spawn_condition_override¶
[Read-Only] Spawn Condition Override: Condition to check before playing the force feedback.
- property world_attenuation¶
[Read-Only] World Attenuation: How the force feedback is attenuated over distance when played in world.
- Type