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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UForceFeedbackComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/ForceFeedbackComponent.h |
Include | #include "Components/ForceFeedbackComponent.h" |
Syntax
UCLASS (ClassGroup=(Utility),
HideCategories=(Object, ActorComponent, Physics, Rendering, Mobility, LOD),
ShowCategories=Trigger, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UForceFeedbackComponent : public USceneComponent
Remarks
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
Variables
Type | Name | Description | |
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FForceFeedbackAttenuationSettings | AttenuationOverrides | If bOverrideSettings is true, the attenuation properties to use for effects generated by this component |
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TObjectPtr< class UForceFeedbackAttenuation > | AttenuationSettings | If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component |
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uint8: 1 | bAutoDestroy | Auto destroy this component on completion |
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uint8: 1 | bIgnoreTimeDilation | Should the playback of the forcefeedback pattern ignore time dilation and use the app's delta time |
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uint8: 1 | bLooping | |
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uint8: 1 | bOverrideAttenuation | Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties |
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uint8: 1 | bStopWhenOwnerDestroyed | Stop effect when owner is destroyed |
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TObjectPtr< UForceFeedbackEffect > | ForceFeedbackEffect | The feedback effect to be played |
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float | IntensityMultiplier | The intensity multiplier to apply to effects generated by this component |
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FOnForceFeedbackFinished | OnForceFeedbackFinished | Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
Constructors
Type | Name | Description | |
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UForceFeedbackComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AdjustAttenuation
(
const FForceFeedbackAttenuationSettings& InAttenuationSettings |
Modify the attenuation settings of the component |
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bool | BP_GetAttenuationSettingsToApply
(
FForceFeedbackAttenuationSettings& OutAttenuationSettings |
|
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void | Collects the various attenuation shapes that may be applied to the effect played by the component for visualization in the editor. | |
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const FForceFeedbackAttenuationSettings * | Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the ForceFeedbackEffectAttenuation asset or overrides set. | |
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void | Play
(
float StartTime |
Start a feedback effect playing |
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void | SetForceFeedbackEffect
(
UForceFeedbackEffect* NewForceFeedbackEffect |
Set what force feedback effect is played by this component |
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void | SetIntensityMultiplier
(
float NewIntensityMultiplier |
Set a new intensity multiplier |
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void | Stop () |
Stop playing the feedback effect |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. |
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const UObject * | Give a readable name for this component, including asset name if applicable | |
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void | Deactivate () |
Deactivates the SceneComponent. |
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bool | Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Handles reading, writing, and reference collecting using FArchive. |