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UGameplayStatics::SpawnForceFeedbackAtLocation

function Engine Blueprint Since 4.12
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range. Replication is not handled.

Caveats & Gotchas

  • Force feedback only reaches controllers that belong to local players; remote clients in a multiplayer game will not feel the effect unless it is triggered on their machine separately.
  • Without an AttenuationSettings asset, the feedback affects all local players regardless of distance — pass an attenuation asset to limit it to nearby players.
  • Returns nullptr on platforms that do not support force feedback (e.g. PC keyboard/mouse); null-check before calling methods on the result.

Signature

static ENGINE_API UForceFeedbackComponent* SpawnForceFeedbackAtLocation(const UObject* WorldContextObject, UForceFeedbackEffect* ForceFeedbackEffect, FVector Location, FRotator Rotation = FRotator::ZeroRotator, bool bLooping = false, float IntensityMultiplier = 1.f, float StartTime = 0.f, UForceFeedbackAttenuation* AttenuationSettings = nullptr, bool bAutoDestroy = true)

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to obtain the world context.
ForceFeedbackEffect UForceFeedbackEffect* The force feedback asset to play.
Location FVector World-space position of the effect source.
Rotation FRotator Orientation of the effect source. FRotator::ZeroRotator
bLooping bool Whether the effect loops indefinitely. false
IntensityMultiplier float Scalar multiplier applied to the effect intensity. 1.f
StartTime float Offset in seconds into the effect to begin playback. 0.f
AttenuationSettings UForceFeedbackAttenuation* Optional attenuation settings to limit the effect by distance from the player. nullptr
bAutoDestroy bool Automatically destroy the component when playback ends. true

Return Type

UForceFeedbackComponent*

Example

Rumble controllers near an explosion C++
UGameplayStatics::SpawnForceFeedbackAtLocation(
	this, ExplosionRumble, ExplosionLocation,
	FRotator::ZeroRotator, false, 1.f, 0.f, RumbleAttenuation);

Version History

Introduced in: 4.12

Version Status Notes
5.6 stable

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