Beispiel #1
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 ///<summary>
 ///Stops a playing force feedback pattern
 ///@
 ///</summary>
 ///<remarks>
 ///param       ForceFeedbackEffect             If set only patterns from that effect will be stopped
 ///@param       Tag                                             If not none only the pattern with this tag will be stopped
 ///</remarks>
 public void ClientStopForceFeedback(ForceFeedbackEffect ForceFeedbackEffect, Name Tag) =>
 PlayerController_methods.ClientStopForceFeedback_method.Invoke(ObjPointer, ForceFeedbackEffect, Tag);
 ///<summary>Set what force feedback effect is played by this component</summary>
 public void SetForceFeedbackEffect(ForceFeedbackEffect NewForceFeedbackEffect) =>
 ForceFeedbackComponent_methods.SetForceFeedbackEffect_method.Invoke(ObjPointer, NewForceFeedbackEffect);
Beispiel #3
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 ///<summary>
 ///Play a force feedback pattern on the player's controller
 ///@
 ///</summary>
 ///<remarks>
 ///param       ForceFeedbackEffect             The force feedback pattern to play
 ///@param       bLooping                                Whether the pattern should be played repeatedly or be a single one shot
 ///@param       bIgnoreTimeDilation             Whether the pattern should ignore time dilation
 ///@param       Tag                                             A tag that allows stopping of an effect.  If another effect with this Tag is playing, it will be stopped and replaced
 ///</remarks>
 public void ClientPlayForceFeedback(ForceFeedbackEffect ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, Name Tag) =>
 PlayerController_methods.ClientPlayForceFeedback_method.Invoke(ObjPointer, ForceFeedbackEffect, bLooping, bIgnoreTimeDilation, Tag);