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A predefined force-feedback effect to be played on a controller
| Name | UForceFeedbackEffect |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h |
| Include Path | #include "GameFramework/ForceFeedbackEffect.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UForceFeedbackEffect : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UForceFeedbackEffect
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UForceFeedbackEffect
(
const FObjectInitializer& ObjectInitializer |
GameFramework/ForceFeedbackEffect.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChannelDetails | TArray< FForceFeedbackChannelDetails > | GameFramework/ForceFeedbackEffect.h |
|
|
| DeviceProperties | TArray< TObjectPtr< UInputDeviceProperty > > | A map of input device properties that we want to set while this effect is playing | GameFramework/ForceFeedbackEffect.h |
|
| Duration | float | Duration of force feedback pattern in seconds. | GameFramework/ForceFeedbackEffect.h |
|
| PerDeviceOverrides | TMap< FName, FForceFeedbackEffectOverridenChannelDetails > | A map of platform name -> ForceFeedback channel details | GameFramework/ForceFeedbackEffect.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< FForceFeedbackChannelDetails > & GetCurrentChannelDetails
(
const FPlatformUserId PlatformUser |
Returns the channel details that should currently be used for the given platform. | GameFramework/ForceFeedbackEffect.h | |
float GetDuration() |
GameFramework/ForceFeedbackEffect.h | ||
float GetTotalDevicePropertyDuration() |
Returns the longest duration of any active UInputDeviceProperty's that this effect has on it. | GameFramework/ForceFeedbackEffect.h | |
void GetValues
(
const float EvalTime, |
GameFramework/ForceFeedbackEffect.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
GameFramework/ForceFeedbackEffect.h |