Esempio n. 1
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 /// <summary>Set what force feedback effect is played by this component</summary>
 public extern void SetForceFeedbackEffect(UForceFeedbackEffect NewForceFeedbackEffect);
Esempio n. 2
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 /// <summary>
 /// Play a force feedback pattern on the player's controller
 /// @param       ForceFeedbackEffect             The force feedback pattern to play
 /// @param       bLooping                                Whether the pattern should be played repeatedly or be a single one shot
 /// @param       Tag                                             A tag that allows stopping of an effect.  If another effect with this Tag is playing, it will be stopped and replaced
 /// </summary>
 public extern virtual void ClientPlayForceFeedback(UForceFeedbackEffect ForceFeedbackEffect, bool bLooping, FName Tag);
Esempio n. 3
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/// <summary>Set what force feedback effect is played by this component</summary>
        public void SetForceFeedbackEffect(UForceFeedbackEffect NewForceFeedbackEffect)
        {
            CheckIsValid();
            SetForceFeedbackEffect(_this.Get(), NewForceFeedbackEffect);
        }
Esempio n. 4
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 /// <summary>
 /// Stops a playing force feedback pattern
 /// @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
 /// </summary>
 public extern virtual void ClientStopForceFeedback(UForceFeedbackEffect ForceFeedbackEffect, FName Tag);