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 parent
  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent
  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • attenuation_overrides (ForceFeedbackAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for effects generated by this component
  • attenuation_settings (ForceFeedbackAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component
  • auto_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 navigation
  • component_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 class
  • force_feedback_effect (ForceFeedbackEffect): [Read-Write] The feedback effect to be played
  • hidden_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 time
  • intensity_multiplier (float): [Read-Write] The intensity multiplier to apply to effects generated by this component
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • looping (bool): [Read-Write] Looping
  • mobility (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 reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • on_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 early
  • override_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 properties
  • physics_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 Component
  • relative_location (Vector): [Read-Write] Location of the component relative to its parent
  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent
  • relative_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. 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) –
attenuation_overrides

(ForceFeedbackAttenuationSettings) – [Read-Write] If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

attenuation_settings

(ForceFeedbackAttenuation) – [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

force_feedback_effect

(ForceFeedbackEffect) – [Read-Only] The feedback effect to be played

get_attenuation_settings_to_apply() → ForceFeedbackAttenuationSettings or None

BP Get Attenuation Settings to Apply

Returns:out_attenuation_settings (ForceFeedbackAttenuationSettings):
Return type:ForceFeedbackAttenuationSettings or None
ignore_time_dilation

(bool) – [Read-Write] Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time

intensity_multiplier

(float) – [Read-Write] The intensity multiplier to apply to effects generated by this component

looping

(bool) – [Read-Write] Looping

on_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 early

override_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 properties

play(start_time=0.000000) → None

Start a feedback effect playing

Parameters:start_time (float) –
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) –
set_intensity_multiplier(new_intensity_multiplier) → None

Set a new intensity multiplier

Parameters:new_intensity_multiplier (float) –
stop() → None

Stop playing the feedback effect