Class ForceFeedbackComponent
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
Inheritance
System.Object
ForceFeedbackComponent
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class ForceFeedbackComponent : SceneComponent
Properties
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AttenuationOverrides
If bOverrideSettings is true, the attenuation properties to use for effects generated by this component
Declaration
public ForceFeedbackAttenuationSettings AttenuationOverrides { get; set; }
Property Value
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AttenuationSettings
If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component
Declaration
public ForceFeedbackAttenuation AttenuationSettings { get; set; }
Property Value
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bAutoDestroy
Declaration
public bool bAutoDestroy { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIgnoreTimeDilation
Declaration
public bool bIgnoreTimeDilation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bLooping
Declaration
public bool bLooping { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bOverrideAttenuation
Declaration
public bool bOverrideAttenuation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bStopWhenOwnerDestroyed
Declaration
public bool bStopWhenOwnerDestroyed { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static ForceFeedbackComponent DefaultObject { get; }
Property Value
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ForceFeedbackEffect
The feedback effect to be played
Declaration
public ForceFeedbackEffect ForceFeedbackEffect { get; }
Property Value
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IntensityMultiplier
The intensity multiplier to apply to effects generated by this component
Declaration
public float IntensityMultiplier { get; set; }
Property Value
Type |
Description |
System.Single |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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AdjustAttenuation(ForceFeedbackAttenuationSettings)
Modify the attenuation settings of the component
Declaration
public void AdjustAttenuation(ForceFeedbackAttenuationSettings InAttenuationSettings)
Parameters
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BP_GetAttenuationSettingsToApply()
BP Get Attenuation Settings to Apply
Declaration
public (ForceFeedbackAttenuationSettings, bool) BP_GetAttenuationSettingsToApply()
Returns
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New(UObject, Name)
Spawn an object of this class
Declaration
public static ForceFeedbackComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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Play(Single)
Start a feedback effect playing
Declaration
public void Play(float StartTime)
Parameters
Type |
Name |
Description |
System.Single |
StartTime |
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SetForceFeedbackEffect(ForceFeedbackEffect)
Set what force feedback effect is played by this component
Declaration
public void SetForceFeedbackEffect(ForceFeedbackEffect NewForceFeedbackEffect)
Parameters
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SetIntensityMultiplier(Single)
Set a new intensity multiplier
Declaration
public void SetIntensityMultiplier(float NewIntensityMultiplier)
Parameters
Type |
Name |
Description |
System.Single |
NewIntensityMultiplier |
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Stop()
Stop playing the feedback effect
Declaration
Operators
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Implicit(IntPtr to ForceFeedbackComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator ForceFeedbackComponent(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns