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CRUSHFORMV1.1.0
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REFERENCESUBSYSTEMS AND LIBRARIES

UCFImpactFeedbackSubsystem

MODULECrushformImpactINCLUDECFImpactFeedbackSubsystem.hPARENTUTickableWorldSubsystem

Plays the sound and Niagara effect mapped to an impact event, on this machine only. Not created on a dedicated server.

Functions

AUTHORITY · server, every machineLOCAL · this machinePURE · read only
UCFImpactFeedbackSubsystem* Get(const UObject* WorldContext)
C++ ONLY

The impact feedback subsystem of WorldContext's world; nullptr when there is none.

bool ShouldPlayInNetMode(ENetMode NetMode)
C++ ONLY

Whether a world in NetMode plays impact feedback: everything but a dedicated server.

bool TryGetLocalViewLocation(const UWorld* World, FVector& OutLocation)
C++ ONLY

The first local player's camera location; false when the world has none.

void PlayImpact(const FCFImpactEvent& InEvent)
C++ ONLY

Plays the sound and effect mapped to InEvent.Tag. A cheap no-op when the active set has no entry for the tag (or its ancestors), the intensity is below the entry's minimum, the event is out of distance, its source is on cooldown, or the node is a dedicated server. A full voice cap drops only the sound. The sound starts at once only while fewer than UCFImpactFeedbackSettings::MaxSoundsPerFrame sounds (0: no cap) have started this frame; the rest wait up to SoundQueueSeconds, strongest first, and are then dropped.

void SetActiveSet(UCFImpactFeedbackSet* InSet)
C++ ONLY

Replaces the active set; the default set from UCFImpactFeedbackSettings no longer overrides it.

void SetListenerOverride(const TOptional<FVector>& InLocation)
C++ ONLY

Distance checks measure from this point instead of the local camera while set.

Events

FCFOnImpactPlayedDelegate OnImpactPlayed
C++ ONLY
(const FCFImpactPlayback&)

Fires on this machine for every impact that played a sound or an effect, when the impact is decided. A sound that waits for a later frame under UCFImpactFeedbackSettings::MaxSoundsPerFrame may still be dropped once its SoundQueueSeconds have passed.