unreal.ForceFeedbackComponent

class unreal.ForceFeedbackComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: SceneComponent

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

C++ Source:

  • Module: Engine

  • File: ForceFeedbackComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • attenuation_overrides (ForceFeedbackAttenuationSettings): [Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

  • attenuation_settings (ForceFeedbackAttenuation): [Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • force_feedback_effect (ForceFeedbackEffect): [Read-Write] Force Feedback Effect: The feedback effect to be played

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • ignore_time_dilation (bool): [Read-Write] Ignore Time Dilation: Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time

  • intensity_multiplier (float): [Read-Write] Intensity Multiplier: The intensity multiplier to apply to effects generated by this component

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • looping (bool): [Read-Write] Looping

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • on_force_feedback_finished (OnForceFeedbackFinished): [Read-Write] On Force Feedback Finished: called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

  • override_attenuation (bool): [Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

adjust_attenuation(attenuation_settings) None

Modify the attenuation settings of the component

Parameters:

attenuation_settings (ForceFeedbackAttenuationSettings) –

property attenuation_overrides: ForceFeedbackAttenuationSettings

[Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

Type:

(ForceFeedbackAttenuationSettings)

property attenuation_settings: ForceFeedbackAttenuation

[Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

Type:

(ForceFeedbackAttenuation)

property force_feedback_effect: ForceFeedbackEffect

[Read-Only] Force Feedback Effect: The feedback effect to be played

Type:

(ForceFeedbackEffect)

get_attenuation_settings_to_apply() ForceFeedbackAttenuationSettings or None

BP Get Attenuation Settings to Apply

Returns:

out_attenuation_settings (ForceFeedbackAttenuationSettings):

Return type:

ForceFeedbackAttenuationSettings or None

property ignore_time_dilation: bool

[Read-Write] Ignore Time Dilation: Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time

Type:

(bool)

property intensity_multiplier: float

[Read-Write] Intensity Multiplier: The intensity multiplier to apply to effects generated by this component

Type:

(float)

property looping: bool

[Read-Write] Looping

Type:

(bool)

property on_force_feedback_finished: OnForceFeedbackFinished

[Read-Write] On Force Feedback Finished: called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

Type:

(OnForceFeedbackFinished)

property override_attenuation: bool

[Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

Type:

(bool)

play(start_time=0.000000) None

Start a feedback effect playing

Parameters:

start_time (float) –

set_force_feedback_effect(new_force_feedback_effect) None

Set what force feedback effect is played by this component

Parameters:

new_force_feedback_effect (ForceFeedbackEffect) –

set_intensity_multiplier(new_intensity_multiplier) None

Set a new intensity multiplier

Parameters:

new_intensity_multiplier (float) –

stop() None

Stop playing the feedback effect