unreal.ForceFeedbackComponent
¶
- class unreal.ForceFeedbackComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentattenuation_overrides
(ForceFeedbackAttenuationSettings): [Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for effects generated by this componentattenuation_settings
(ForceFeedbackAttenuation): [Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classforce_feedback_effect
(ForceFeedbackEffect): [Read-Write] Force Feedback Effect: The feedback effect to be playedhidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.ignore_time_dilation
(bool): [Read-Write] Ignore Time Dilation: Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta timeintensity_multiplier
(float): [Read-Write] Intensity Multiplier: The intensity multiplier to apply to effects generated by this componentis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildslooping
(bool): [Read-Write] Loopingmobility
(ComponentMobility): [Read-Write] Mobility: 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] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedon_force_feedback_finished
(OnForceFeedbackFinished): [Read-Write] On Force Feedback Finished: 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] Override Attenuation: 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] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentrelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: 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] Should Update Physics Volume: 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] Use Attach Parent Bound: 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] Visible: 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: ForceFeedbackAttenuationSettings¶
[Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for effects generated by this component
- Type:
- property attenuation_settings: ForceFeedbackAttenuation¶
[Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component
- Type:
- property force_feedback_effect: ForceFeedbackEffect¶
[Read-Only] Force Feedback Effect: 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:
ForceFeedbackAttenuationSettings or None
- property ignore_time_dilation: bool¶
[Read-Write] Ignore Time Dilation: Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time
- Type:
(bool)
- property intensity_multiplier: float¶
[Read-Write] Intensity Multiplier: The intensity multiplier to apply to effects generated by this component
- Type:
(float)
- property on_force_feedback_finished: OnForceFeedbackFinished¶
[Read-Write] On Force Feedback Finished: 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: bool¶
[Read-Write] Override Attenuation: 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) –