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

(ForceFeedbackEffect)

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.

Type

(GameplayCueNotify_PlacementInfo)

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.

Type

(GameplayCueNotify_SpawnCondition)

property world_attenuation

[Read-Only] World Attenuation: How the force feedback is attenuated over distance when played in world.

Type

(ForceFeedbackAttenuation)

property world_intensity

[Read-Only] World Intensity: Multiplier applied to the force feedback when played in world.

Type

(float)