UForceFeedback is expected to give vibration just like in the graph of the asset. But only in iOS it is not.
It is expected to give continuous vibration following the forcefeedback asset, but only with slight-short vibration.
And also the vibration is not working when user turns off System Haptic in the preference menu.
1) Crate a ForceFeedback asset and make a random graph that is fluctuating between 0 and 1. Make it have at least one point that is value 0.
Here is sample project. [Link Removed] Run on device and press the button in the game viewport.
2) Play ForceFeedback effect in device (iOS 12, and iOS11)
Expected: Android, iOS device gives same timely manner with similar strength of the effect for both iOS11 and iOS12 devices
Result: Only the effect is expressed as expected in Android. It only shows slight vibration on the rise of value from 0 or when the effect is started in iOS 12. In iOS 11, the strength of vibration is strong but not following magnitude of Force Feedback curve.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-76038 in the post.
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Component | UE - Platform - Mobile |
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Affects Versions | 4.21.2, 4.22.2 |
Created | Jun 11, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |