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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h |
Include | #include "GameFramework/ForceFeedbackEffect.h" |
Syntax
USTRUCT ()
struct FActiveForceFeedbackEffect
Variables
Type | Name | Description | |
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TSet< FInputDevicePropertyHandle > | ActiveDeviceProperties | Array of device properties that have been activated by this force feedback effect |
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bool | bActivatedDeviceProperties | Set to true after this force feedback effect has activated it's device properties |
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TObjectPtr< class UForceFeedbackEffect > | ForceFeedbackEffect | |
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FForceFeedbackParameters | Parameters | |
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FPlatformUserId | PlatformUser | The platform user that should receive this effect |
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float | PlayTime |
Constructors
Type | Name | Description | |
---|---|---|---|
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FActiveForceFeedbackEffect
(
UForceFeedbackEffect* InEffect, |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | Activates all the device properties with the input device subsystem. | |
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void | GetValues
(
FForceFeedbackValues& Values |
Gets the current values at the stored play time. |
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void | Reset any device properties that may need to be after the duration of this effect has ended. | |
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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. |