The FLatentActionInfo struct needs to have a CallbackTarget or the ProcessLatentActions function will never process the Latent action.
Calling PlayDynamicForceFeedback in code does not affect controller rumble.
public:
UFUNCTION(BlueprintCallable, Category = Test)
void Rumble();
FLatentActionInfo actionInfo;
void AMyPlayerController::Rumble() { if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("OWhytr")); PlayDynamicForceFeedback(1.f, -1, true, true, true, true, EDynamicForceFeedbackAction::Update, actionInfo); } }
Result:
AddOnScreenDebugMessage appears but the connected controller does not rumble
Expected:
Calling the function from code functions the same as calling the blueprint node.
Repro Attempt #: 3/3
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Input |
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Affects Versions | 4.10.4, 4.11 |
Target Fix | 4.12 |
Created | Feb 25, 2016 |
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Resolved | Mar 2, 2016 |
Updated | Apr 27, 2018 |