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