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
Head over to the existing Questions & Answers thread and let us know what's up.
| 0 |
| Component | UE - Gameplay - Input |
|---|---|
| Affects Versions | 4.10.4, 4.11 |
| Target Fix | 4.12 |
| Created | Feb 25, 2016 |
|---|---|
| Resolved | Mar 2, 2016 |
| Updated | Apr 27, 2018 |