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 | |
|---|---|---|---|
| TArray< FForceFeedbackChannelDetails > | ChannelDetails | ||
| TArray< TObjectPtr< UInputDeviceProperty > > | DeviceProperties | A map of input device properties that we want to set while this effect is playing | |
| float | Duration | Duration of force feedback pattern in seconds. | |
| TMap< FName, FForceFeedbackEffectOverridenChannelDetails > | PerDeviceOverrides | A map of platform name -> ForceFeedback channel details |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UForceFeedbackEffect
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| const TArray< FForceFeedbackChannelDetails > & | GetCurrentChannelDetails
(
const FPlatformUserId PlatformUser |
Returns the channel details that should currently be used for the given platform. | |
| float | GetDuration () |
||
| float | Returns the longest duration of any active UInputDeviceProperty's that this effect has on it. | ||
| void | GetValues
(
const float EvalTime, |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. |