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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; SpawnForceFeedbackAttached
&40;
UForceFeedbackEffect &42; ForceFeedbackEffect,
USceneComponent &42; AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
EAttachLocation::Type LocationType,
bool bStopWhenAttachedToDestroyed,
bool bLooping,
float IntensityMultiplier,
float StartTime,
class UForceFeedbackAttenuation &42; AttenuationSettings,
bool bAutoDestroy
&41;
Remarks
Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. 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 |
AttachComponent | Component to attach to. |
AttachPointName | Optional named point within the AttachComponent to attach to |
Location | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset |
Rotation | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset |
LocationType | Specifies whether Location is a relative offset or an absolute world position |
bStopWhenAttachedToDestroyed | Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed. |
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 patern finishes (by completing or stopping) or whether it can be reactivated |