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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/APlayerController
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PlayDynamicForceFeedback
(
float Intensity, |
Latent action that controls the playing of force feedback Begins playing when Start is called. | GameFramework/PlayerController.h |
|
FDynamicForceFeedbackHandle PlayDynamicForceFeedback
(
float Intensity, |
Allows playing of a dynamic force feedback event from native code Begins playing when Start is called. | GameFramework/PlayerController.h |
PlayDynamicForceFeedback(float, float, bool, bool, bool, bool, TEnumAsByte< EDynamicForceFeedbackAction::Type >, FLatentActionInfo)
Description
Latent action that controls the playing of force feedback Begins playing when Start is called. Calling Update or Stop if the feedback is not active will have no effect. Completed will execute when Stop is called or the duration ends. When Update is called the Intensity, Duration, and affect values will be updated with the current inputs
| Name | PlayDynamicForceFeedback |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include Path | #include "GameFramework/PlayerController.h" |
UFUNCTION (BlueprintCallable,
Meta=(Latent, LatentInfo="LatentInfo", ExpandEnumAsExecs="Action", Duration="-1", bAffectsLeftLarge="true", bAffectsLeftSmall="true", bAffectsRightLarge="true", bAffectsRightSmall="true", AdvancedDisplay="bAffectsLeftLarge,bAffectsLeftSmall,bAffectsRightLarge,bAffectsRightSmall"),
Category="Game|Feedback")
void PlayDynamicForceFeedback
(
float Intensity,
float Duration,
bool bAffectsLeftLarge,
bool bAffectsLeftSmall,
bool bAffectsRightLarge,
bool bAffectsRightSmall,
TEnumAsByte < EDynamicForceFeedbackAction::Type > Action,
FLatentActionInfo LatentInfo
)
Parameters
| Name | Remarks |
|---|---|
| Intensity | How strong the feedback should be. Valid values are between 0.0 and 1.0 |
| Duration | How long the feedback should play for. If the value is negative it will play until stopped |
| bAffectsLeftLarge | Whether the intensity should be applied to the large left servo |
| bAffectsLeftSmall | Whether the intensity should be applied to the small left servo |
| bAffectsRightLarge | Whether the intensity should be applied to the large right servo |
| bAffectsRightSmall | Whether the intensity should be applied to the small right servo |
PlayDynamicForceFeedback(float, float, bool, bool, bool, bool, EDynamicForceFeedbackAction::Type, FDynamicForceFeedbackHandle)
Description
Allows playing of a dynamic force feedback event from native code Begins playing when Start is called. Calling with Action set to Update or Stop if the feedback is not active will have no effect. When Update is called the Intensity, Duration, and affect values will be updated
| Name | PlayDynamicForceFeedback |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include Path | #include "GameFramework/PlayerController.h" |
FDynamicForceFeedbackHandle PlayDynamicForceFeedback
(
float Intensity,
float Duration,
bool bAffectsLeftLarge,
bool bAffectsLeftSmall,
bool bAffectsRightLarge,
bool bAffectsRightSmall,
EDynamicForceFeedbackAction::Type Action,
FDynamicForceFeedbackHandle ActionHandle
)
The index to pass in to the function to update the latent action in the future if needed. Returns 0 if the feedback was stopped or the specified UniqueID did not map to an action that can be started/updated.
Parameters
| Name | Remarks |
|---|---|
| Intensity | How strong the feedback should be. Valid values are between 0.0 and 1.0 |
| Duration | How long the feedback should play for. If the value is negative it will play until stopped |
| bAffectsLeftLarge | Whether the intensity should be applied to the large left servo |
| bAffectsLeftSmall | Whether the intensity should be applied to the small left servo |
| bAffectsRightLarge | Whether the intensity should be applied to the large right servo |
| bAffectsRightSmall | Whether the intensity should be applied to the small right servo |
| Action | Whether to (re)start, update, or stop the action |
| UniqueID | The ID returned by the start action when wanting to restart, update, or stop the action |