FGameplayCueNotify_ForceFeedbackInfo

[FGameplayCueNotify_ForceFeedbackInfo](API\Plugins\GameplayAbilities\FGameplayCueNotify_ForceFeedback-)

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h

Include

#include "GameplayCueNotifyTypes.h"

Syntax

USTRUCT(BlueprintType)
struct FGameplayCueNotify_ForceFeedbackInfo

Remarks

FGameplayCueNotify_ForceFeedbackInfo

Properties that specify how to play a force feedback effect.

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

uint32: 1

 

bIsLooping

If enabled, the force feedback will be set to loop.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

uint32: 1

 

bOverridePlacementInfo

If enabled, use the placement info override and not the default one.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

uint32: 1

 

bOverrideSpawnCondition

If enabled, use the spawn condition override and not the default one.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

uint32: 1

 

bPlayInWorld

If enabled, the force feedback will be played in the world and affect all players.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

UForceFeedbackE...

 

ForceFeedbackEffect

Force feedback effect to play.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FName

 

ForceFeedbackTag

Tag used to identify the force feedback effect so it can later be canceled.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayCueNot...

 

PlacementInfoOverride

Defines how the force feedback will be placed.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayCueNot...

 

SpawnConditionOverride

Condition to check before playing the force feedback.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

UForceFeedbackA...

 

WorldAttenuation

How the force feedback is attenuated over distance when played in world.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

float

 

WorldIntensity

Multiplier applied to the force feedback when played in world.

Constructors

Functions

Name Description

Public function Const

bool

 

PlayForceFeedback

Public function Const

void

 

ValidateBurstAssets

(
    UObject* ContainingAsset,
    const FString& Context,
    TArray< FText >& ValidationErrors
)