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| Name | FForceFeedbackManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/ForceFeedbackComponent.h |
| Include Path | #include "Components/ForceFeedbackComponent.h" |
Syntax
class FForceFeedbackManager :
public FTickableGameObject ,
private FGCObject
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → FForceFeedbackManager
- FGCObject → FForceFeedbackManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FForceFeedbackManager
(
UWorld* InWorld |
Components/ForceFeedbackComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnWorldCleanupHandle | FDelegateHandle | Components/ForceFeedbackComponent.h | |
| PerWorldForceFeedbackManagers | TArray< FForceFeedbackManager * > | Components/ForceFeedbackComponent.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveForceFeedbackComponents | TArray< TObjectPtr< UForceFeedbackComponent > > | Components/ForceFeedbackComponent.h | ||
| World | TObjectPtr< UWorld > | Components/ForceFeedbackComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActiveComponent
(
UForceFeedbackComponent* ForceFeedbackComponent |
Components/ForceFeedbackComponent.h | ||
void DrawDebug
(
const FVector Location, |
Components/ForceFeedbackComponent.h | ||
void RemoveActiveComponent
(
UForceFeedbackComponent* ForceFeedbackComponent |
Components/ForceFeedbackComponent.h | ||
void Update
(
FVector Location, |
Components/ForceFeedbackComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FForceFeedbackManager * Get
(
UWorld* World, |
Components/ForceFeedbackComponent.h | ||
static void OnWorldCleanup
(
UWorld* World, |
Components/ForceFeedbackComponent.h |