| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/ForceFeedbackComponent.h |
Include |
#include "Components/ForceFeedbackComponent.h" |
class UForceFeedbackComponent : public USceneComponent
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
Name | Description | ||
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AttenuationOverrides |
If bOverrideSettings is true, the attenuation properties to use for effects generated by this component |
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TObjectPtr< cla... |
AttenuationSettings |
If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component |
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uint8: 1 |
bAutoDestroy |
Auto destroy this component on completion |
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uint8: 1 |
bIgnoreTimeDilation |
Should the playback of the forcefeedback pattern ignore time dilation and use the app's delta time |
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uint8: 1 |
bLooping |
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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 |
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uint8: 1 |
bStopWhenOwnerDestroyed |
Stop effect when owner is destroyed |
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TObjectPtr< UFo... |
ForceFeedbackEffect |
The feedback effect to be played |
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float |
IntensityMultiplier |
The intensity multiplier to apply to effects generated by this component |
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OnForceFeedbackFinished |
Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
Name | Description | |
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UForceFeedbackComponent ( |
Name | Description | ||
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void |
AdjustAttenuation ( |
Modify the attenuation settings of the component |
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bool |
BP_GetAttenuationSettingsToApply |
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void |
CollectAttenuationShapesForVisualization ( |
Collects the various attenuation shapes that may be applied to the effect played by the component for visualization in the editor. |
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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. |
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void |
Play ( |
Start a feedback effect playing |
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void |
SetForceFeedbackEffect ( |
Set what force feedback effect is played by this component |
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void |
SetIntensityMultiplier ( |
Set a new intensity multiplier |
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void |
Stop() |
Stop playing the feedback effect |
Name | Description | ||
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void |
Activate ( |
Activates the SceneComponent, should be overridden by native child classes. |
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const UObjec... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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void |
Deactivate() |
Deactivates the SceneComponent. |
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bool |
IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished |
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void |
OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void |
OnUnregister() |
Called when a component is unregistered. |
Name | Description | ||
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |