Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h |
| Include | #include "GameplayCueNotifyTypes.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FGameplayCueNotify_ForceFeedbackInfo
Remarks
FGameplayCueNotify_ForceFeedbackInfo
Properties that specify how to play a force feedback effect.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bIsLooping | If enabled, the force feedback will be set to loop. | |
| uint32: 1 | bOverridePlacementInfo | If enabled, use the placement info override and not the default one. | |
| uint32: 1 | bOverrideSpawnCondition | If enabled, use the spawn condition override and not the default one. | |
| uint32: 1 | bPlayInWorld | If enabled, the force feedback will be played in the world and affect all players. | |
| TObjectPtr< UForceFeedbackEffect > | ForceFeedbackEffect | Force feedback effect to play. | |
| FName | ForceFeedbackTag | Tag used to identify the force feedback effect so it can later be canceled. | |
| FGameplayCueNotify_PlacementInfo | PlacementInfoOverride | Defines how the force feedback will be placed. | |
| FGameplayCueNotify_SpawnCondition | SpawnConditionOverride | Condition to check before playing the force feedback. | |
| TObjectPtr< UForceFeedbackAttenuation > | WorldAttenuation | How the force feedback is attenuated over distance when played in world. | |
| float | WorldIntensity | Multiplier applied to the force feedback when played in world. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | PlayForceFeedback
(
const FGameplayCueNotify_SpawnContext& SpawnContext, |
||
| void | ValidateBurstAssets
(
const UObject* ContainingAsset, |