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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInputDeviceProperty
- UInputDeviceAudioBasedVibrationProperty
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include | #include "GameFramework/InputDeviceProperties.h" |
Syntax
UCLASS (Blueprintable, Meta=(DisplayName="Audio Based Vibration (Experimental)"))
class UInputDeviceAudioBasedVibrationProperty : public UInputDeviceProperty
Remarks
Plays a sound to an input device's speaker. On platforms that support it, this sound will be played in the form of a vibration where the left and right audio channels represent the left and right side of the controller.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAudioBasedVibrationData | Data | ||
| TMap< FName, FAudioBasedVibrationData > | DeviceOverrideData | A map of device specific color data. |
Overridden from UInputDeviceProperty
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyDeviceProperty
(
const FPlatformUserId UserId, |
Apply the device property from GetInternalDeviceProperty to the given platform user. | |
| void | EvaluateDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of EvaluateDeviceProperty. | |
| FInputDeviceProperty * | Gets a pointer to the current input device property that the IInputInterface can use. | ||
| float | Recalculates this device property's duration. |