UGameplayStatics::SpawnForceFeedbackAttached

Plays a force feedback effect attached to and following the specified component.

Windows
MacOS
Linux

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 * SpawnForceFeedbackAttached
(
    UForceFeedbackEffect * ForceFeedbackEffect,
    USceneComponent * AttachToComponent,
    FName AttachPointName,
    FVector Location,
    FRotator Rotation,
    EAttachLocation::Type LocationType,
    bool bStopWhenAttachedToDestroyed,
    bool bLooping,
    float IntensityMultiplier,
    float StartTime,
    class UForceFeedbackAttenuation * AttenuationSettings,
    bool bAutoDestroy
)

Remarks

Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. 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

AttachComponent

Component to attach to.

AttachPointName

Optional named point within the AttachComponent to attach to

Location

Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset

Rotation

Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset

LocationType

Specifies whether Location is a relative offset or an absolute world position

bStopWhenAttachedToDestroyed

Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed.

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

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback