From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html
Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vive controllers caused somewhat random behavior or sometimes only vibrating Vive's (1 or 2) and sometimes only Gamepad and sometimes all 3 at once.
Another scenario: vibrated 2 vives until game paused, at which point only the gamepad vibrated.
Create a new map + Pawn and at Begin Play inside Pawn add a ClientForceFeedback node with a custom curve (See first attached image)
Create force feedback effect (See second image) and assign to feedback node.
Result: Feedback continues to process during game paused. (Bonus: Behaves inconstantly across multiple runs)
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
How can i modify the param name in EQS node
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-33773 in the post.
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Component | UE - Gameplay |
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Affects Versions | 4.11, 4.13 |
Target Fix | 4.14 |
Created | Jul 26, 2016 |
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Resolved | Sep 20, 2016 |
Updated | Apr 27, 2018 |