Add haptics example documentation for Project Void controller feedback
- Introduced comprehensive guide for setting up controller haptics and force feedback. - Detailed directory structure for haptic profiles and creation steps for DA_HapticProfile instances. - Included platform-specific configurations for Xbox and PS5 DualSense adaptive triggers. - Outlined wiring of BPC_HapticsController to various gameplay systems and events. - Provided accessibility integration options and testing checklist for haptic functionality.
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@@ -5,7 +5,7 @@ Primary Data Asset that defines all Enhanced Input bindings across three platfor
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## Dependencies
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- **Requires:** None (self-contained Data Asset)
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- **Required By:** [`SS_EnhancedInputManager`](docs/blueprints/15-input/128_SS_EnhancedInputManager.md) (loads and caches this), [`SS_SettingsSystem`](docs/blueprints/12-settings/105_SS_SettingsSystem.md) (references for key rebinding)
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- **Required By:** [`SS_EnhancedInputManager`](docs/blueprints/15-input/128_SS_EnhancedInputManager.md) (loads and caches this), [`SS_SettingsSystem`](docs/blueprints/12-settings/105_SS_SettingsSystem.md) (references for key rebinding), [`BPC_HapticsController`](docs/blueprints/12-settings/148_BPC_HapticsController.md) (reads `bEnableControllerRumble` for haptics master toggle)
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- **Engine/Plugin Requirements:** Enhanced Input Plugin, `UInputMappingContext`, `UInputAction`
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## Class Info
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@@ -68,7 +68,7 @@ Primary Data Asset that defines all Enhanced Input bindings across three platfor
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| `PlatformProfiles` | `TArray<S_PlatformProfile>` | `Empty` | `Profiles` | One profile per platform (3 total) |
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| `ContextDefinitions` | `TArray<S_ContextDefinition>` | `Empty` | `Contexts` | IMC asset references and defaults |
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| `GlobalDeadZone` | `Float` | `0.15` | `Global` | Fallback analog stick dead zone |
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| `bEnableControllerRumble` | `Bool` | `true` | `Global` | Master toggle for force feedback |
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| `bEnableControllerRumble` | `Bool` | `true` | `Global` | Master toggle for force feedback (read by BPC_HapticsController) |
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| `bSwapSticksForLeftHanded` | `Bool` | `false` | `Accessibility` | Swap left/right stick for accessibility |
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| `AxisInvertSettings` | `TMap<FName, Bool>` | `Empty` | `Accessibility` | Per-action axis inversion (e.g., "IA_Look" = InvertY) |
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