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Plays a sound to an input device's speaker. On platforms that support it, this sound will be played in the form of a vibration where the left and right audio channels represent the left and right side of the controller.
| Name | UInputDeviceAudioBasedVibrationProperty |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include Path | #include "GameFramework/InputDeviceProperties.h" |
Syntax
UCLASS (Blueprintable, Meta=(DisplayName="Audio Based Vibration (Experimental)"))
class UInputDeviceAudioBasedVibrationProperty : public UInputDeviceProperty
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInputDeviceProperty → UInputDeviceAudioBasedVibrationProperty
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | FAudioBasedVibrationData | GameFramework/InputDeviceProperties.h |
|
|
| DeviceOverrideData | TMap< FName, FAudioBasedVibrationData > | A map of device specific color data. | GameFramework/InputDeviceProperties.h |
|
Functions
Public
Overridden from UInputDeviceProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeviceProperty
(
const FPlatformUserId UserId, |
Apply the device property from GetInternalDeviceProperty to the given platform user. | GameFramework/InputDeviceProperties.h | |
virtual void EvaluateDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of EvaluateDeviceProperty. | GameFramework/InputDeviceProperties.h | |
virtual FInputDeviceProperty * GetInternalDeviceProperty() |
Gets a pointer to the current input device property that the IInputInterface can use. | GameFramework/InputDeviceProperties.h | |
virtual float RecalculateDuration () |
Recalculates this device property's duration. | GameFramework/InputDeviceProperties.h |