Force Feedback plays on packaged game...sometimes

CHADALAK1
Thu, 08 Mar 2018 07:15:16 +0000
C++

Hello Everyone!

Soo this is a strange event happening here. I have a simple Client Play Force Feedback here

			APlayerController *PC = Cast<APlayerController>(MyPawn->GetController());
			if (PC)
			{
				PC->ClientPlayForceFeedback(WeaponConfig.RecoilFeedback, false, false, "");
			}

In Editor, Everything works fine right away. However, on a packaged game, the force feedback stops working… at least until I keep firing the weapon for about a minute and then the force feedback will work.

I’m not 100% sure why this is happening. I was curious if anyone has ran into this issue and has a solution?

3 posts - 1 participant