unreal.InputDeviceAudioBasedVibrationProperty
¶
- class unreal.InputDeviceAudioBasedVibrationProperty(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InputDeviceProperty
Plays a sound to an input device’s speaker. On platforms that support it, this sound will be played in the form of a vibration where the left and right audio channels represent the left and right side of the controller.
C++ Source:
Module: Engine
File: InputDeviceProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
data
(AudioBasedVibrationData): [Read-Write]device_override_data
(Map[Name, AudioBasedVibrationData]): [Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be usedproperty_duration
(float): [Read-Only] The duration that this device property should last. Override this if your property has any dynamic curves to be the max time range.A duration of 0 means that the device property will be treated as a “One Shot” effect, being applied once before being removed by the Input Device Subsystem.
- property data: AudioBasedVibrationData¶
[Read-Write]
- Type: