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 used

  • property_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:

(AudioBasedVibrationData)

property device_override_data: None

[Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be used

Type:

(Map[Name, AudioBasedVibrationData])