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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/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 |