unreal.ForceFeedbackAttenuationSettings
¶

class
unreal.
ForceFeedbackAttenuationSettings
(distance_algorithm=AttenuationDistanceModel.LINEAR, attenuation_shape=AttenuationShape.SPHERE, d_b_attenuation_at_max=60.0, attenuation_shape_extents=[400.0, 0.0, 0.0], cone_offset=0.0, falloff_distance=3600.0, custom_attenuation_curve=[])¶ Bases:
unreal.BaseAttenuationSettings
The struct for defining the properties used when determining attenuation for a force feedback effect
C++ Source:
 Module: Engine
 File: ForceFeedbackAttenuation.h
Editor Properties: (see get_editor_property/set_editor_property)
attenuation_shape
(AttenuationShape): [ReadWrite] The shape of the noncustom attenuation method.attenuation_shape_extents
(Vector): [ReadWrite] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere  X is Sphere Radius. Y and Z are unused Capsule  X is Capsule Half Height, Y is Capsule Radius, Z is unused Box  X, Y, and Z are the Box’s dimensions Cone  X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle
cone_offset
(float): [ReadWrite] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.custom_attenuation_curve
(RuntimeFloatCurve): [ReadWrite] The custom volume attenuation curve to use.d_b_attenuation_at_max
(float): [ReadWrite] The attenuation volume at maximum distance in decibels, used for natural attenuation method.distance_algorithm
(AttenuationDistanceModel): [ReadWrite] The type of attenuation as a function of distance to use.falloff_distance
(float): [ReadWrite] The distance over which volume attenuation occurs.