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
   
  
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      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 |  | 
    
  
  Returns