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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/APlayerController > API/Runtime/Engine/GameFramework/APlayerController/PlayDynamicForceFeedback
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include | #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
)
Remarks
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
Parameters
| Name | Description |
|---|---|
| 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 |