Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UForceFeedbackEffect
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h |
Include | #include "GameFramework/ForceFeedbackEffect.h" |
Syntax
class UForceFeedbackEffect : public UObject
Remarks
A predefined force-feedback effect to be played on a controller
Variables
Type | Name | Description | |
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TArray< FForceFeedbackChannelDetails > | ChannelDetails | |
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TArray< TObjectPtr< UInputDeviceProperty > > | DeviceProperties | A map of input device properties that we want to set while this effect is playing |
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float | Duration | Duration of force feedback pattern in seconds. |
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TMap< FName, FForceFeedbackEffectOverridenChannelDetails > | PerDeviceOverrides | A map of platform name -> ForceFeedback channel details |
Constructors
Type | Name | Description | |
---|---|---|---|
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UForceFeedbackEffect
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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const TArray< FForceFeedbackChannelDetails > & | GetCurrentChannelDetails
(
const FPlatformUserId PlatformUser |
Returns the channel details that should currently be used for the given platform. |
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float | GetDuration () |
|
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float | Returns the longest duration of any active UInputDeviceProperty's that this effect has on it. | |
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void | GetValues
(
const float EvalTime, |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. |