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| Name | FActiveForceFeedbackEffect |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h |
| Include Path | #include "GameFramework/ForceFeedbackEffect.h" |
Syntax
USTRUCT ()
struct FActiveForceFeedbackEffect
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameFramework/ForceFeedbackEffect.h | |||
FActiveForceFeedbackEffect
(
UForceFeedbackEffect* InEffect, |
GameFramework/ForceFeedbackEffect.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FActiveForceFeedbackEffect() |
GameFramework/ForceFeedbackEffect.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveDeviceProperties | TSet< FInputDevicePropertyHandle > | Array of device properties that have been activated by this force feedback effect | GameFramework/ForceFeedbackEffect.h | |
| bActivatedDeviceProperties | bool | Set to true after this force feedback effect has activated it's device properties | GameFramework/ForceFeedbackEffect.h | |
| ForceFeedbackEffect | TObjectPtr< class UForceFeedbackEffect > | GameFramework/ForceFeedbackEffect.h | ||
| Parameters | FForceFeedbackParameters | GameFramework/ForceFeedbackEffect.h | ||
| PlatformUser | FPlatformUserId | The platform user that should receive this effect | GameFramework/ForceFeedbackEffect.h | |
| PlayTime | float | GameFramework/ForceFeedbackEffect.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActivateDeviceProperties() |
Activates all the device properties with the input device subsystem. | GameFramework/ForceFeedbackEffect.h | |
void GetValues
(
FForceFeedbackValues& Values |
Gets the current values at the stored play time. | GameFramework/ForceFeedbackEffect.h | |
void ResetDeviceProperties() |
Reset any device properties that may need to be after the duration of this effect has ended. | GameFramework/ForceFeedbackEffect.h | |
bool Update
(
float DeltaTime, |
Updates the final force feedback values based on this effect. Returns true if the effect should continue playing, false if it is finished. | GameFramework/ForceFeedbackEffect.h |