unreal.GameplayCueNotify_ForceFeedbackInfo
¶
- class unreal.GameplayCueNotify_ForceFeedbackInfo(spawn_condition_override: GameplayCueNotify_SpawnCondition = Ellipsis, placement_info_override: GameplayCueNotify_PlacementInfo = Ellipsis, force_feedback_effect: ForceFeedbackEffect = Ellipsis, force_feedback_tag: Name = 'None', is_looping: bool = False, override_spawn_condition: bool = False, override_placement_info: bool = False, play_in_world: bool = False, world_intensity: float = 0.0, world_attenuation: ForceFeedbackAttenuation = Ellipsis)¶
Bases:
StructBase
FGameplayCueNotify_ForceFeedbackInfo
Properties that specify how to play a force feedback effect.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
force_feedback_effect
(ForceFeedbackEffect): [Read-Write] Force feedback effect to play.force_feedback_tag
(Name): [Read-Write] Tag used to identify the force feedback effect so it can later be canceled. Warning: If this is “None” it will stop ALL force feedback effects if it is canceled.is_looping
(bool): [Read-Write] If enabled, the force feedback will be set to loop.override_placement_info
(bool): [Read-Write] If enabled, use the placement info override and not the default one.override_spawn_condition
(bool): [Read-Write] If enabled, use the spawn condition override and not the default one.placement_info_override
(GameplayCueNotify_PlacementInfo): [Read-Write] Defines how the force feedback will be placed.play_in_world
(bool): [Read-Write] If enabled, the force feedback will be played in the world and affect all players.spawn_condition_override
(GameplayCueNotify_SpawnCondition): [Read-Write] Condition to check before playing the force feedback.world_attenuation
(ForceFeedbackAttenuation): [Read-Write] How the force feedback is attenuated over distance when played in world.world_intensity
(float): [Read-Write] Multiplier applied to the force feedback when played in world.
- property force_feedback_effect: ForceFeedbackEffect¶
[Read-Only] Force feedback effect to play.
- Type:
- property force_feedback_tag: Name¶
[Read-Only] Tag used to identify the force feedback effect so it can later be canceled. Warning: If this is “None” it will stop ALL force feedback effects if it is canceled.
- Type:
(Name)
- property is_looping: bool¶
[Read-Only] If enabled, the force feedback will be set to loop.
- Type:
(bool)
- property override_placement_info: bool¶
[Read-Only] If enabled, use the placement info override and not the default one.
- Type:
(bool)
- property override_spawn_condition: bool¶
[Read-Only] If enabled, use the spawn condition override and not the default one.
- Type:
(bool)
- property placement_info_override: GameplayCueNotify_PlacementInfo¶
[Read-Only] Defines how the force feedback will be placed.
- Type:
- property play_in_world: bool¶
[Read-Only] If enabled, the force feedback will be played in the world and affect all players.
- Type:
(bool)
- property spawn_condition_override: GameplayCueNotify_SpawnCondition¶
[Read-Only] Condition to check before playing the force feedback.
- Type:
- property world_attenuation: ForceFeedbackAttenuation¶
[Read-Only] How the force feedback is attenuated over distance when played in world.
- Type: