Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Description
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.
| Name | SpawnForceFeedbackAttached |
| 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=(AdvancedDisplay="2", UnsafeDuringActorConstruction="true", Keywords="play"))
static UForceFeedbackComponent * SpawnForceFeedbackAttached
(
UForceFeedbackEffect * ForceFeedbackEffect,
USceneComponent * AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
EAttachLocation::Type LocationType,
bool bStopWhenAttachedToDestroyed,
bool bLooping,
float IntensityMultiplier,
float StartTime,
class UForceFeedbackAttenuation * AttenuationSettings,
bool bAutoDestroy
)
Force Feedback Component to manipulate the playing feedback effect with
Parameters
| Name | Remarks |
|---|---|
| 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 |