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Engine.ForceFeedbackManager

Extends
Object
Modifiers
within PlayerController native abstract transient

This class handles various waveform activities. It manages the waveform data that is being played on any given gamepad at any given time. It is called by the player controller to start/stop/pause a waveform for a given gamepad. It is queried by the Viewport to get the current rumble state information to apply that to the gamepad. It does this by evaluating the function defined in the waveform sample data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.ForceFeedbackManager

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
boolbAllowsForceFeedback
boolbIsPaused
intCurrentSample
floatElapsedTime
ForceFeedbackWaveformFFWaveform
floatScaleAllWaveformsBy
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function PauseWaveform (optional bool bPause))
function PlayForceFeedbackWaveform (ForceFeedbackWaveform Waveform))
function StopForceFeedbackWaveform (optional ForceFeedbackWaveform Waveform))
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bAllowsForceFeedback Source code

var bool bAllowsForceFeedback;
Whether the player has disabled gamepad rumble or not (TCR C5-3)

bIsPaused Source code

var bool bIsPaused;
Whether it was paused by the player controller or not

CurrentSample Source code

var int CurrentSample;
The current waveform sample being played

ElapsedTime Source code

var float ElapsedTime;
The amount of time elapsed since the start of this waveform

FFWaveform Source code

var ForceFeedbackWaveform FFWaveform;
The currently playing waveform

ScaleAllWaveformsBy Source code

var float ScaleAllWaveformsBy;
The amount to scale all waveforms by (user settable) (TCR C5-3)


Functions Detail

PauseWaveform Source code

simulated function PauseWaveform ( optional bool bPause) )
Pauses/unpauses the playback of the waveform for the gamepad
@param bPause True to pause, False to resume

PlayForceFeedbackWaveform Source code

simulated function PlayForceFeedbackWaveform ( ForceFeedbackWaveform Waveform) )
Sets the waveform to play for the gamepad
@param ForceFeedbackWaveform The waveform data to play

StopForceFeedbackWaveform Source code

simulated function StopForceFeedbackWaveform ( optional ForceFeedbackWaveform Waveform) )
Stops the waveform by nulling out the waveform


Defaultproperties

defaultproperties
{
   bAllowsForceFeedback=True
   ScaleAllWaveformsBy=1.000000
   Name="Default__ForceFeedbackManager"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:36.938 - Created with UnCodeX