Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/APlayerController
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include | #include "GameFramework/PlayerController.h" |
UFUNCTION (BlueprintCallable, Category="Game|Feedback",
Meta=(DisplayName="Client Play Force Feedback", AdvancedDisplay="bIgnoreTimeDilation,bPlayWhilePaused"))
void K2_ClientPlayForceFeedback
(
class UForceFeedbackEffect * ForceFeedbackEffect,
FName Tag,
bool bLooping,
bool bIgnoreTimeDilation,
bool bPlayWhilePaused
)
Remarks
Play a force feedback pattern on the player's controller
Parameters
| Name | Description |
|---|---|
| ForceFeedbackEffect | The force feedback pattern to play |
| bLooping | Whether the pattern should be played repeatedly or be a single one shot |
| bIgnoreTimeDilation | Whether the pattern should ignore time dilation |
| bPlayWhilePaused | Whether the pattern should continue to play while the game is paused |
| Tag | A tag that allows stopping of an effect. If another effect with this Tag is playing, it will be stopped and replaced |