/// <summary>Set what force feedback effect is played by this component</summary> public extern void SetForceFeedbackEffect(UForceFeedbackEffect NewForceFeedbackEffect);
/// <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);
/// <summary>Set what force feedback effect is played by this component</summary> public void SetForceFeedbackEffect(UForceFeedbackEffect NewForceFeedbackEffect) { CheckIsValid(); SetForceFeedbackEffect(_this.Get(), NewForceFeedbackEffect); }
/// <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);