Navigation
API > API/Runtime > API/Runtime/Engine
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
| Name | UForceFeedbackComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/ForceFeedbackComponent.h |
| Include Path | #include "Components/ForceFeedbackComponent.h" |
Syntax
UCLASS (ClassGroup=(Utility),
HideCategories=(Object, ActorComponent, Physics, Rendering, Mobility, LOD),
ShowCategories=Trigger, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UForceFeedbackComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UForceFeedbackComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UForceFeedbackComponent
(
const FObjectInitializer& ObjectInitializer |
Components/ForceFeedbackComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttenuationOverrides | FForceFeedbackAttenuationSettings | If bOverrideSettings is true, the attenuation properties to use for effects generated by this component | Components/ForceFeedbackComponent.h |
|
| AttenuationSettings | TObjectPtr< class UForceFeedbackAttenuation > | If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component | Components/ForceFeedbackComponent.h |
|
| bAutoDestroy | uint8 | Auto destroy this component on completion | Components/ForceFeedbackComponent.h | |
| bIgnoreTimeDilation | uint8 | Should the playback of the forcefeedback pattern ignore time dilation and use the app's delta time | Components/ForceFeedbackComponent.h |
|
| bLooping | uint8 | Components/ForceFeedbackComponent.h |
|
|
| bOverrideAttenuation | uint8 | Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties | Components/ForceFeedbackComponent.h |
|
| bStopWhenOwnerDestroyed | uint8 | Stop effect when owner is destroyed | Components/ForceFeedbackComponent.h | |
| ForceFeedbackEffect | TObjectPtr< UForceFeedbackEffect > | The feedback effect to be played | Components/ForceFeedbackComponent.h |
|
| IntensityMultiplier | float | The intensity multiplier to apply to effects generated by this component | Components/ForceFeedbackComponent.h |
|
| OnForceFeedbackFinished | FOnForceFeedbackFinished | Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early | Components/ForceFeedbackComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FForceFeedbackManager | friend | Components/ForceFeedbackComponent.h | ||
| PlayTime | float | Components/ForceFeedbackComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AdjustAttenuation
(
const FForceFeedbackAttenuationSettings& InAttenuationSettings |
Modify the attenuation settings of the component | Components/ForceFeedbackComponent.h |
|
bool BP_GetAttenuationSettingsToApply
(
FForceFeedbackAttenuationSettings& OutAttenuationSettings |
Components/ForceFeedbackComponent.h |
|
|
void CollectAttenuationShapesForVisualization
(
TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails >& ShapeDetai... |
Collects the various attenuation shapes that may be applied to the effect played by the component for visualization in the editor. | Components/ForceFeedbackComponent.h | |
const FForceFeedbackAttenuationSettings * GetAttenuationSettingsToApply() |
Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the ForceFeedbackEffectAttenuation asset or overrides set. | Components/ForceFeedbackComponent.h | |
virtual void Play
(
float StartTime |
Start a feedback effect playing | Components/ForceFeedbackComponent.h |
|
void SetForceFeedbackEffect
(
UForceFeedbackEffect* NewForceFeedbackEffect |
Set what force feedback effect is played by this component | Components/ForceFeedbackComponent.h |
|
void SetIntensityMultiplier
(
float NewIntensityMultiplier |
Set a new intensity multiplier | Components/ForceFeedbackComponent.h |
|
virtual void Stop() |
Stop playing the feedback effect | Components/ForceFeedbackComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | Components/ForceFeedbackComponent.h | |
virtual const UObject * AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable | Components/ForceFeedbackComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | Components/ForceFeedbackComponent.h | |
virtual bool IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | Components/ForceFeedbackComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/ForceFeedbackComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/ForceFeedbackComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/ForceFeedbackComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/ForceFeedbackComponent.h |