# Successive Haptic pulses stop working after a few seconds

**URL:** <https://forums.unrealengine.com/t/successive-haptic-pulses-stop-working-after-a-few-seconds/482199>\
**Category:** XR Development\
**Tags:** SteamVR, unreal-engine, question\
**Created:** [April 20, 2021, 10:07am UTC](https://forums.unrealengine.com/t/successive-haptic-pulses-stop-working-after-a-few-seconds/482199 "2021-04-20T10:07:38Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![RC-1290](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rc-1290/32/261500_2.png) [@RC-1290](https://forums.unrealengine.com/u/RC-1290)\
**Post date:** [April 20, 2021, 10:07am UTC](https://forums.unrealengine.com/t/successive-haptic-pulses-stop-working-after-a-few-seconds/482199/1 "2021-04-20T10:07:38Z")

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Follow up on UE-33361 ([Issue Link](https://issues.unrealengine.com/issue/UE-33361))

PlayHapticEffect stops having an effect if a short one is triggered multiple times in a row. I suspect “short” is less than deltatime. Instead I would expect the haptic pulse to either work, or not at all.

Opening the Steam VR system menu and hovering over the buttons (which have haptic effects) re-enables haptics, but the issue re-occurs after about the same time.  
PlaySteamVRHapticFeedback does not have this issue, but it can reproduce the issue by calling it again later with an amplitude of 0; it will trigger the haptics a couple of times, until it stops. Just like with PlayHapticEffect.

The TriggerHapticVibrationAction function used with SteamVR has a duration parameter, which unreal fills with delta-time, so it can update the data next frame. For short pulses this next frame has an amplitude of 0. I think in the case of SteamVR unreal should skip that closing call to TriggerHapticVibrationAction.

Neither [Unreal documentation](https://docs.unrealengine.com/en-US/BlueprintAPI/SteamVRInput/PlaySteamVRHapticFeedback/index.html), nor [SteamVR Documentation](https://github.com/ValveSoftware/openvr/wiki/SteamVR-Input) notes any limitation like this, though the duration setting does imply usage, which leads me to believe this is an issue on Unreal’s side.

Tested with:

- Version: 4.26.1-0+++UE4+Release-4.26
- SteamVR
- Valve Index Controllers
