unreal.ForceFeedbackComponent
¶
- class unreal.ForceFeedbackComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
C++ Source:
Module: Engine
File: ForceFeedbackComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentattenuation_overrides
(ForceFeedbackAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for effects generated by this componentattenuation_settings
(ForceFeedbackAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classforce_feedback_effect
(ForceFeedbackEffect): [Read-Write] The feedback effect to be playedhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.ignore_time_dilation
(bool): [Read-Write] Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta timeintensity_multiplier
(float): [Read-Write] The intensity multiplier to apply to effects generated by this componentis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslooping
(bool): [Read-Write] Loopingmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_force_feedback_finished
(OnForceFeedbackFinished): [Read-Write] called when we finish playing audio, either because it played to completion or because a Stop() call turned it off earlyoverride_attenuation
(bool): [Read-Write] Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation propertiesphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- adjust_attenuation(attenuation_settings) → None¶
Modify the attenuation settings of the component
- Parameters
attenuation_settings (ForceFeedbackAttenuationSettings) –
- property attenuation_overrides¶
[Read-Write] If bOverrideSettings is true, the attenuation properties to use for effects generated by this component
- property attenuation_settings¶
[Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component
- Type
- property force_feedback_effect¶
[Read-Only] The feedback effect to be played
- Type
- get_attenuation_settings_to_apply() → ForceFeedbackAttenuationSettings or None¶
BP Get Attenuation Settings to Apply
- Returns
out_attenuation_settings (ForceFeedbackAttenuationSettings):
- Return type
- property ignore_time_dilation¶
[Read-Write] Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time
- Type
(bool)
- property intensity_multiplier¶
[Read-Write] The intensity multiplier to apply to effects generated by this component
- Type
(float)
- property on_force_feedback_finished¶
[Read-Write] called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early
- Type
- property override_attenuation¶
[Read-Write] Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties
- Type
(bool)
- set_force_feedback_effect(new_force_feedback_effect) → None¶
Set what force feedback effect is played by this component
- Parameters
new_force_feedback_effect (ForceFeedbackEffect) –