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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Description
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.
| Name | SpawnForceFeedbackAtLocation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
UFUNCTION (BlueprintCallable, Category="ForceFeedback",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay="3", UnsafeDuringActorConstruction="true", Keywords="play"))
static UForceFeedbackComponent * SpawnForceFeedbackAtLocation
(
const UObject * WorldContextObject,
UForceFeedbackEffect * ForceFeedbackEffect,
FVector Location,
FRotator Rotation,
bool bLooping,
float IntensityMultiplier,
float StartTime,
UForceFeedbackAttenuation * AttenuationSettings,
bool bAutoDestroy
)
Force Feedback Component to manipulate the playing feedback effect with
Parameters
| Name | Remarks |
|---|---|
| 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 |