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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
UObject
ActorComponent
SceneComponent
ForceFeedbackComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.Engine
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
Type Description
ForceFeedbackAttenuationSettings
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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
Type Description
ForceFeedbackAttenuation
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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
Type Description
ForceFeedbackComponent
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ForceFeedbackEffect

The feedback effect to be played

Declaration
public ForceFeedbackEffect ForceFeedbackEffect { get; }
Property Value
Type Description
ForceFeedbackEffect
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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

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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AdjustAttenuation(ForceFeedbackAttenuationSettings)

Modify the attenuation settings of the component

Declaration
public void AdjustAttenuation(ForceFeedbackAttenuationSettings InAttenuationSettings)
Parameters
Type Name Description
ForceFeedbackAttenuationSettings InAttenuationSettings
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BP_GetAttenuationSettingsToApply()

BP Get Attenuation Settings to Apply

Declaration
public (ForceFeedbackAttenuationSettings, bool) BP_GetAttenuationSettingsToApply()
Returns
Type Description
System.ValueTuple<ForceFeedbackAttenuationSettings, System.Boolean>
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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
Type Name Description
UObject obj
Name name
Returns
Type Description
ForceFeedbackComponent
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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
Type Name Description
ForceFeedbackEffect NewForceFeedbackEffect
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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
public void Stop()

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
Type Description
ForceFeedbackComponent
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