UGameplayStatics::SpawnForceFeedbackAtLocation

Plays a force feedback effect at the given location.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h

Include

#include "Kismet/GameplayStatics.h"

Source

/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp

Syntax

static UForceFeedbackComponent * SpawnForceFeedbackAtLocation
(
    const UObject * WorldContextObject,
    UForceFeedbackEffect * ForceFeedbackEffect,
    FVector Location,
    FRotator Rotation,
    bool bLooping,
    float IntensityMultiplier,
    float StartTime,
    UForceFeedbackAttenuation * AttenuationSettings,
    bool bAutoDestroy
)

Remarks

Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.

Returns

Force Feedback Component to manipulate the playing feedback effect with

Parameters

Parameter

Description

ForceFeedbackEffect

effect to play

Location

World position to center the effect at

Rotation

World rotation to center the effect at

IntensityMultiplier

Intensity multiplier

StartTime

How far in to the feedback effect to begin playback at

AttenuationSettings

Override attenuation settings package to play effect with

bAutoDestroy

Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated

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