///<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);
///<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);