unreal.InputDeviceTriggerVibrationProperty

class unreal.InputDeviceTriggerVibrationProperty(outer: Object | None = None, name: Name | str = 'None')

Bases: InputDeviceTriggerEffect

Sets trigger vibration

NOTE: This property has platform specific implementations and may behave differently per platform. See the docs for more details on each platform.

C++ Source:

  • Module: Engine

  • File: InputDeviceProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_trigger_data (DeviceTriggerBaseData): [Read-Write]

  • device_override_data (Map[Name, DeviceTriggerTriggerVibrationData]): [Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be used

  • property_duration (float): [Read-Only] The duration that this device property should last. Override this if your property has any dynamic curves to be the max time range.

    A duration of 0 means that the device property will be treated as a “One Shot” effect, being applied once before being removed by the Input Device Subsystem.

  • trigger_data (DeviceTriggerTriggerVibrationData): [Read-Write]

property device_override_data: None

[Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be used

Type:

(Map[Name, DeviceTriggerTriggerVibrationData])

property trigger_data: DeviceTriggerTriggerVibrationData

[Read-Write]

Type:

(DeviceTriggerTriggerVibrationData)