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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UGameplayStatics
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include | #include "Kismet/GameplayStatics.h" |
Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UForceFeedbackComponent &42; SpawnForceFeedbackAtLocation
&40;
const UObject &42; WorldContextObject,
UForceFeedbackEffect &42; ForceFeedbackEffect,
FVector Location,
FRotator Rotation,
bool bLooping,
float IntensityMultiplier,
float StartTime,
UForceFeedbackAttenuation &42; AttenuationSettings,
bool bAutoDestroy
&41;
Remarks
Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point. Force Feedback Component to manipulate the playing feedback effect with
Parameters
Name | Description |
---|---|
ForceFeedbackEffect | effect to play |
Location | World position to center the effect at |
Rotation | World rotation to center the effect at |
IntensityMultiplier | Intensity multiplier |
StartTime | How far in to the feedback effect to begin playback at |
AttenuationSettings | Override attenuation settings package to play effect with |
bAutoDestroy | Whether the returned force feedback component will be automatically cleaned up when the feedback pattern finishes (by completing or stopping) or whether it can be reactivated |