FGameplayCueNotify_ForceFeedbackInfo.
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FGameplayCueNotify_ForceFeedbackInfo.
Properties that specify how to play a force feedback effect.
◆ GetbIsLooping()
| bool GetbIsLooping |
( |
| ) |
const |
If enabled, the force feedback will be set to loop.
◆ GetbOverridePlacementInfo()
| bool GetbOverridePlacementInfo |
( |
| ) |
const |
If enabled, use the placement info override and not the default one.
◆ GetbOverrideSpawnCondition()
| bool GetbOverrideSpawnCondition |
( |
| ) |
const |
If enabled, use the spawn condition override and not the default one.
◆ GetbPlayInWorld()
| bool GetbPlayInWorld |
( |
| ) |
const |
If enabled, the force feedback will be played in the world and affect all players.
◆ opAssign()
◆ SetbIsLooping()
| void SetbIsLooping |
( |
bool | Value | ) |
|
If enabled, the force feedback will be set to loop.
◆ SetbOverridePlacementInfo()
| void SetbOverridePlacementInfo |
( |
bool | Value | ) |
|
If enabled, use the placement info override and not the default one.
◆ SetbOverrideSpawnCondition()
| void SetbOverrideSpawnCondition |
( |
bool | Value | ) |
|
If enabled, use the spawn condition override and not the default one.
◆ SetbPlayInWorld()
| void SetbPlayInWorld |
( |
bool | Value | ) |
|
If enabled, the force feedback will be played in the world and affect all players.
◆ bIsLooping
◆ bOverridePlacementInfo
| bool bOverridePlacementInfo |
◆ bOverrideSpawnCondition
| bool bOverrideSpawnCondition |
◆ bPlayInWorld
◆ ForceFeedbackEffect
Force feedback effect to play.
◆ ForceFeedbackTag
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.
◆ PlacementInfoOverride
Defines how the force feedback will be placed.
◆ SpawnConditionOverride
Condition to check before playing the force feedback.
◆ WorldAttenuation
How the force feedback is attenuated over distance when played in world.
◆ WorldIntensity
Multiplier applied to the force feedback when played in world.