- 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.
578 lines
27 KiB
Markdown
578 lines
27 KiB
Markdown
# 148 — Haptics Controller (`BPC_HapticsController`)
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> **Blueprint-Only Implementation** — UE 5.5–5.7 fully supports controller haptics/force feedback from Blueprints. No C++ required. This component wraps UE5's `Play Force Feedback`, `Set Haptics By Value`, and DualSense adaptive trigger APIs behind a GameplayTag-driven event system.
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---
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## Purpose
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Abstraction layer for all controller haptic feedback and force feedback effects. Gameplay systems trigger haptics by GameplayTag (e.g., `Haptic.Damage.Heavy`) rather than calling raw UE5 haptic APIs. This component handles platform detection (Xbox rumble vs PS5 DualSense adaptive triggers vs generic PC gamepad), respects accessibility settings (`BPC_AccessibilitySettings.bHapticsEnabled`), and manages effect priority/conflict resolution.
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## Dependencies
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- **Requires:** [`DA_HapticProfile`](docs/blueprints/14-data-assets/121_DA_HapticProfile.md) (effect definitions), [`BPC_AccessibilitySettings`](docs/blueprints/12-settings/104_BPC_AccessibilitySettings.md) (master toggle), [`BPC_StateManager`](docs/blueprints/16-state/130_BPC_StateManager.md) (heart rate for heartbeat haptic)
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- **Required By:** `BPC_HealthSystem` (damage haptics), `BPC_FirearmSystem` (weapon fire kick), `BPC_MeleeSystem` (melee impact), `BPC_PhysicsDragSystem` (grab/release), `BPC_ScareEventSystem` (tension rumble), `BP_ItemPickup` (pickup pulse), `BPC_MovementStateSystem` (footstep rumble via GASP notifies)
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- **Engine/Plugin Requirements:** Enhanced Input Plugin (controller detection), PlayStation 5 Controller Plugin (DualSense adaptive triggers — optional, graceful fallback)
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## Class Info
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| Property | Value |
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|----------|-------|
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| **Parent Class** | `ActorComponent` |
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| **Class Type** | Blueprint Component |
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| **Asset Path** | `Content/Framework/Settings/BPC_HapticsController` |
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| **Implements Interfaces** | None |
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| **Attachment** | Player Controller (`PC_CoreController`) |
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---
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## 1. Enums
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### `EHapticEvent`
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| Value | Description |
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|-------|-------------|
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| `None = 0` | No haptic effect |
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| `Damage = 1` | Player takes damage (intensity scales with amount) |
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| `HeavyDamage = 2` | Critical/major damage hit |
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| `Heartbeat = 3` | Heartbeat pulse (tempo from BPC_StateManager heart rate) |
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| `WeaponFire = 4` | Weapon fire kick |
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| `WeaponReload = 5` | Reload action feedback |
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| `MeleeImpact = 6` | Melee weapon hit/kill |
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| `Footstep = 7` | Footstep surface-dependent rumble |
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| `Explosion = 8` | Nearby explosion or environmental blast |
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| `PickupItem = 9` | Item picked up |
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| `DropItem = 10` | Item dropped/discarded |
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| `GrabObject = 11` | Physics object grabbed |
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| `ReleaseObject = 12` | Physics object released/thrown |
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| `ScareEvent = 13` | Jump scare / tension event |
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| `AmbientPulse = 14` | Low-level ambient tension rumble |
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| `UI_Confirm = 15` | Menu confirm/select haptic click |
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| `UI_Navigate = 16` | Menu navigation tick |
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| `LowHealth = 17` | Health-critical warning pulse |
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| `StaminaExhausted = 18` | Stamina depleted heavy pulse |
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| `Death = 19` | Player death rumble |
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### `EHapticMotor`
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| Value | Description |
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|-------|-------------|
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| `Left = 0` | Left (low-frequency) motor only |
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| `Right = 1` | Right (high-frequency) motor only |
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| `Both = 2` | Both motors simultaneously |
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### `EControllerPlatform`
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| Value | Description |
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|-------|-------------|
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| `Unknown = 0` | Platform not yet detected |
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| `PC_Generic = 1` | PC with generic gamepad (XInput) |
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| `Xbox = 2` | Xbox Series X\|S / Xbox One controller |
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| `PS5_DualSense = 3` | PlayStation 5 DualSense controller |
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| `PS4_DualShock = 4` | PlayStation 4 DualShock 4 controller |
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---
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## 2. Structs
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### `S_HapticRequest`
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| Field | Type | Description |
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|-------|------|-------------|
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| `ProfileTag` | `FGameplayTag` | Which DA_HapticProfile to use |
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| `EventType` | `EHapticEvent` | Event category |
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| `IntensityMultiplier` | `Float` | Scale intensity (0.0–2.0, 1.0 = default) |
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| `DurationOverride` | `Float` | Override duration (-1 = use profile default) |
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| `Priority` | `Int32` | Higher interrupts lower (0–100) |
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| `RequestTime` | `Float` | Game time when requested (for cooldown) |
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---
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## 3. Variables
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### Configuration (Instance Editable)
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| Variable | Type | Default | Category | Description |
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|----------|------|---------|----------|-------------|
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| `HapticProfileMap` | `TMap<FGameplayTag, DA_HapticProfile>` | `Empty` | `Config` | All haptic profiles loaded at startup |
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| `bHapticsEnabled` | `Bool` | `true` | `Config` | Master toggle (synced from BPC_AccessibilitySettings) |
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| `bEnableDualSenseTriggers` | `Bool` | `true` | `Config` | Enable adaptive trigger effects on PS5 |
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| `bEnableSpeakerAudio` | `Bool` | `true` | `Config` | Enable controller speaker audio on PS5 |
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| `MinTimeBetweenEffects` | `Float` | `0.05` | `Config` | Minimum seconds between any two effects (prevents rumble spam) |
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| `HapticIntensityScale` | `Float` | `1.0` | `Config` | Global intensity multiplier (0.0 = off, 1.0 = full) |
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| `HeartbeatMinBPM` | `Float` | `40.0` | `Config` | Minimum BPM for heartbeat haptic |
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| `HeartbeatMaxBPM` | `Float` | `180.0` | `Config` | Maximum BPM for heartbeat haptic |
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### Internal (Private)
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| Variable | Type | Default | Category | Description |
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|----------|------|---------|----------|-------------|
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| `CurrentPlatform` | `EControllerPlatform` | `Unknown` | `State` | Detected controller platform |
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| `bIsInitialized` | `Bool` | `false` | `State` | Whether Initialize has completed |
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| `CachedPlayerController` | `APlayerController` | `None` | `Cache` | Cached owner PlayerController reference |
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| `ActiveHapticEffect` | `UForceFeedbackEffect` | `None` | `State` | Currently playing effect asset |
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| `LastPlayTime` | `Float` | `0.0` | `State` | Game time of last played effect |
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| `PendingRequest` | `S_HapticRequest` | `Empty` | `State` | Currently queued request |
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| `bHeartbeatActive` | `Bool` | `false` | `State` | Whether heartbeat loop is active |
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---
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## 4. Functions
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### Public Functions
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#### `Initialize` → `void`
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- **Description:** Detects controller platform, loads all `DA_HapticProfile` instances into `HapticProfileMap`, caches PlayerController.
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- **Parameters:** None
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- **Blueprint Authority:** Local Client Only
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- **Flow:**
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1. Get Owner → Cast to `APlayerController` → Store as `CachedPlayerController`
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2. Detect platform: Check `UGameplayStatics::GetPlatformName()` + connected input devices
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3. Set `CurrentPlatform` (Xbox, PS5_DualSense, PS4_DualShock, or PC_Generic)
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4. Load all `DA_HapticProfile` assets from `Content/Framework/DataAssets/Haptics/` into `HapticProfileMap`
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5. If `BPC_AccessibilitySettings` exists on owner → bind to `OnHapticsToggleChanged`
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6. Bind to `BPC_StateManager.OnHeartRateChanged` for heartbeat haptic
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7. Set `bIsInitialized = true`
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8. Broadcast `OnHapticsControllerInitialized`
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#### `PlayHapticByTag` → `void`
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- **Description:** Play a haptic effect by its GameplayTag. Main entry point for all gameplay systems.
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `ProfileTag` | `FGameplayTag` | Tag matching a DA_HapticProfile |
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| `IntensityMultiplier` | `Float` | Scale intensity (default 1.0) |
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- **Blueprint Authority:** Local Client Only
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- **Flow:**
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1. Validate `bHapticsEnabled` and `bIsInitialized` — if disabled, return
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2. Check `MinTimeBetweenEffects` cooldown — if too soon, queue or skip
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3. Look up `DA_HapticProfile` from `HapticProfileMap` by `ProfileTag`
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4. If not found: log warning, return
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5. Build `S_HapticRequest` with profile data
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6. Call `PlayHapticInternal()` with the request
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7. Broadcast `OnHapticPlayed` with tag
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#### `PlayHapticByEvent` → `void`
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- **Description:** Play a haptic effect by event type. Convenience wrapper for systems that don't know the exact tag.
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `EventType` | `EHapticEvent` | Which event to trigger |
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| `IntensityMultiplier` | `Float` | Scale intensity (default 1.0) |
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- **Flow:** Converts `EHapticEvent` to default tag (e.g., `Damage` → `Haptic.Damage.Default`) and calls `PlayHapticByTag`.
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#### `StopHaptic` → `void`
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- **Description:** Stop all currently playing haptic effects.
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- **Flow:**
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1. If `CachedPlayerController` valid: call `Stop Force Feedback` node
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2. Set `ActiveHapticEffect = None`
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3. If `bHeartbeatActive`: call `StopHeartbeatHaptic()`
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4. Broadcast `OnHapticStopped`
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#### `PlayHeartbeatHaptic` → `void`
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- **Description:** Start or update the continuous heartbeat pulse haptic at the given BPM.
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `BeatsPerMinute` | `Float` | Heart rate in BPM (from BPC_StateManager) |
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- **Flow:**
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1. Clamp BPM to `HeartbeatMinBPM` — `HeartbeatMaxBPM`
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2. Calculate pulse interval: `Interval = 60.0 / BPM`
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3. Set `bHeartbeatActive = true`
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4. Start a looping timer at `Interval` seconds
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5. Each tick: call `PlayHapticByTag(Haptic.Heartbeat)` with intensity from BPM
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6. If BPM changes: update timer interval
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#### `StopHeartbeatHaptic` → `void`
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- **Description:** Stop the continuous heartbeat haptic loop.
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- **Flow:** Clear heartbeat timer, set `bHeartbeatActive = false`.
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#### `SetHapticsEnabled` → `void`
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- **Description:** Enable or disable all haptic output. Called by accessibility toggle.
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `bEnabled` | `Bool` | New state |
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- **Flow:**
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1. Set `bHapticsEnabled = bEnabled`
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2. If disabled: call `StopHaptic()`
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3. Broadcast `OnHapticsEnabledChanged`
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#### `SetControllerPlatform` → `void`
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- **Description:** Force a specific controller platform (for testing or hot-swap).
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `Platform` | `EControllerPlatform` | Target platform |
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#### `GetControllerPlatform` → `EControllerPlatform`
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- **Description:** Returns the detected controller platform. Read-only.
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#### `IsDualSenseConnected` → `Bool`
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- **Description:** Returns true if a PS5 DualSense controller is detected.
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- **Flow:** Returns `CurrentPlatform == PS5_DualSense`
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#### `SetDualSenseTriggerEffect` → `void`
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- **Description:** Set adaptive trigger resistance on a specific DualSense trigger. No-op on non-DualSense platforms.
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `TriggerSide` | `Name` | "Left" or "Right" |
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| `EffectType` | `Name` | "Resistance", "Vibration", "WeaponFire", "BowDraw", etc. |
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| `StartPosition` | `Int32` | Trigger position where effect begins (0–9) |
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| `Strength` | `Int32` | Effect strength (0–8) |
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- **Blueprint Authority:** Local Client Only
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- **Flow:**
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1. If `CurrentPlatform != PS5_DualSense`: return (graceful no-op)
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2. If `bEnableDualSenseTriggers == false`: return
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3. Call platform-specific DualSense trigger API via `PlayerController`
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4. Log effect for debugging
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### Protected / Private Functions
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#### `PlayHapticInternal` → `void`
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- **Description:** Core haptic playback logic. Resolves platform, selects the right effect asset, handles priority conflicts.
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- **Parameters:**
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| Param | Type | Description |
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|-------|------|-------------|
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| `Request` | `S_HapticRequest` | Full haptic request |
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- **Flow:**
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1. Check priority: if `Request.Priority < PendingRequest.Priority` and `PendingRequest` is active → skip
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2. If `Request.Priority >= PendingRequest.Priority`: interrupt current effect
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3. Resolve platform: select `UForceFeedbackEffect` from `DA_HapticProfile` for `CurrentPlatform`
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4. If no platform-specific asset: fall back to generic PC effect
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5. Apply `IntensityMultiplier` to `HapticIntensityScale`
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6. Call `Play Force Feedback` node on `CachedPlayerController`:
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- Input: `ForceFeedbackEffect`, `IntensityMultiplier`, `bLooping=false`, `bIgnoreTimeDilation=true`
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7. Store as `ActiveHapticEffect`
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8. Set `LastPlayTime = GameTimeInSeconds`
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9. Broadcast `OnHapticPlayed`
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#### `DetectControllerPlatform` → `void`
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- **Description:** Queries the input system to determine which controller is connected.
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- **Flow:**
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1. Check `UGameplayStatics::GetPlatformName()`
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2. If platform contains "PS5" → `PS5_DualSense`
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3. If platform contains "PS4" → `PS4_DualShock`
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4. If platform contains "Xbox" or "XboxOne" or "XSX" → `Xbox`
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5. Otherwise: check connected devices → if gamepad found → `PC_Generic`, else → `Unknown`
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---
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## 5. Event Dispatchers
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| Dispatcher | Parameters | Bind Access | Description |
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|------------|-----------|-------------|-------------|
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| `OnHapticsControllerInitialized` | — | `Public` | Fired after Initialize completes |
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| `OnHapticPlayed` | `FGameplayTag ProfileTag`, `EHapticEvent EventType`, `Float Intensity` | `Public` | Fired when any haptic effect starts |
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| `OnHapticStopped` | — | `Public` | Fired when haptics stop (manual or effect ends) |
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| `OnHapticsEnabledChanged` | `Bool bEnabled` | `Public` | Fired when master toggle changes |
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| `OnControllerPlatformChanged` | `EControllerPlatform NewPlatform` | `Public` | Fired on controller hot-swap |
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| `OnDualSenseTriggerActivated` | `Name TriggerSide`, `Name EffectType` | `Public` | Fired when adaptive trigger effect applied (PS5 only) |
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---
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## 6. Overridden Events / Custom Events
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### Event: `BeginPlay`
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- **Description:** Startup. Calls `Initialize()`.
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- **Flow:**
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1. Call `Initialize()`
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2. If `CachedPlayerController` is null: log error, return
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3. Register for controller connection/disconnection events
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### Event: `EndPlay`
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- **Description:** Cleanup on component destruction.
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- **Flow:**
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1. Call `StopHaptic()` (stop all effects)
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2. Call `StopHeartbeatHaptic()`
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3. Unbind from all dispatchers
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4. Clear cached references
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---
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## 7. Blueprint Graph Logic Flow
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```mermaid
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flowchart TD
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A[BeginPlay] --> B[Initialize]
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B --> C{Detect Controller Platform}
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C --> D[Set CurrentPlatform]
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D --> E[Load DA_HapticProfile Map]
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E --> F[Bind to AccessibilitySettings.OnHapticsToggleChanged]
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F --> G[Bind to StateManager.OnHeartRateChanged]
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G --> H[Broadcast OnInitialized]
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I[PlayHapticByTag] --> J{bHapticsEnabled?}
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J -->|No| K[Return]
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J -->|Yes| L{Cooldown check}
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L -->|TooSoon| M[Queue or skip]
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L -->|OK| N[Lookup DA_HapticProfile]
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N --> O{Found?}
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O -->|No| P[Log Warning]
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O -->|Yes| Q[Build S_HapticRequest]
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Q --> R[PlayHapticInternal]
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R --> S{Platform == PS5?}
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S -->|Yes| T[Play Force Feedback PS5 Profile]
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S -->|No| U[Play Force Feedback Generic]
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T --> V[Broadcast OnHapticPlayed]
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U --> V
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W[PlayHeartbeatHaptic] --> X[Clamp BPM]
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X --> Y[Calculate Interval = 60/BPM]
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Y --> Z[Start Looping Timer]
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Z --> AA[Each Tick: PlayHapticByTag Haptic.Heartbeat]
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```
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---
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## 8. Communication Matrix
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| Who Talks | How | What Is Sent |
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|-----------|-----|-------------|
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| `BPC_HealthSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.Damage.Heavy, Intensity)` on damage taken |
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| `BPC_FirearmSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.WeaponFire.Pistol)` on fire |
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| `BPC_MeleeSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.MeleeImpact)` on hit |
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| `BPC_PhysicsDragSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.Grab)` / `Haptic.Release` |
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| `BPC_ScareEventSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.ScareEvent)` on scare trigger |
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| `BPC_ReloadSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.WeaponReload)` on reload complete |
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| `BP_ItemPickup` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.PickupItem)` on collect |
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| `BPC_MovementStateSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.Footstep. + SurfaceTag)` via GASP notify |
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| `BPC_StateManager` | `Dispatcher` | `OnHeartRateChanged(BPM)` → `BPC_HapticsController::PlayHeartbeatHaptic(BPM)` |
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| `BPC_AccessibilitySettings` | `Dispatcher` | `OnHapticsToggleChanged(bEnabled)` → `BPC_HapticsController::SetHapticsEnabled()` |
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| `BPC_DeathHandlingSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.Death)` on death |
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| `BPC_DamageReceptionSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.Explosion)` on area damage |
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| `BPC_StaminaSystem` | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.StaminaExhausted)` on empty |
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| `BPC_HealthSystem` (low) | `Function Call` | `BPC_HapticsController::PlayHapticByTag(Haptic.LowHealth)` when <25% HP |
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---
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## 9. Validation / Testing Checklist
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- [ ] `Initialize` correctly detects Xbox controller: `CurrentPlatform = Xbox`
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- [ ] `Initialize` correctly detects PS5 DualSense: `CurrentPlatform = PS5_DualSense`
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- [ ] `PlayHapticByTag` with valid tag plays force feedback on controller
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- [ ] `PlayHapticByTag` with invalid tag logs warning but does not crash
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- [ ] `StopHaptic` immediately stops all controller vibration
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- [ ] `bHapticsEnabled = false` causes all `PlayHapticByTag` calls to be skipped
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- [ ] Heartbeat haptic loops at correct interval (60 BPM → 1 pulse/second)
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- [ ] Heartbeat BPM changes dynamically when `PlayHeartbeatHaptic(120)` called
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- [ ] DualSense trigger resistance activates on PS5 (R2 stiffens when aiming)
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- [ ] Non-DualSense platforms gracefully skip trigger effects (no crash, no log spam)
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- [ ] Priority conflict: higher priority effect interrupts lower (damage overrides footstep)
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- [ ] `MinTimeBetweenEffects` prevents rapid-fire rumble spam
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- [ ] Edge case: `PlayHapticByTag` before `Initialize` logs warning and returns
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- [ ] Edge case: Controller disconnected mid-effect — `StopHaptic` called safely
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- [ ] Edge case: Multiple rapid `PlayHapticByTag` calls — only highest priority plays
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- [ ] Edge case: Platform hot-swap (Xbox → PS5) fires `OnControllerPlatformChanged`
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---
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## 10. Reuse Notes
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- Attach this component to the **Player Controller** (not the Pawn). Haptics are per-controller, per-player.
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- All gameplay systems trigger haptics via GameplayTag — never hardcode `Play Force Feedback` nodes.
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- The `DA_HapticProfile` Data Asset stores platform-specific `UForceFeedbackEffect` curves. Designers author these in the Content Browser without touching Blueprints.
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- For multiplayer: haptics are **local client only** — never replicated. The server doesn't need to know about controller vibration.
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- Heartbeat haptic is the only continuous/looping effect. All others are one-shot.
|
||
- DualSense adaptive triggers require the **PS5 Controller Plugin** enabled. Framework gracefully degrades on other platforms.
|
||
- The `Haptic.` GameplayTag namespace is documented in `DT_Tags_Player.csv` and `DA_GameTagRegistry`.
|
||
- Accessibility: `bHapticsEnabled` syncs with `BPC_AccessibilitySettings` so players can disable all vibration from settings.
|
||
- For platform profiles: create one `DA_HapticProfile` instance per event per platform, then reference all three in the profile map. `BPC_HapticsController` selects the right one at runtime.
|
||
|
||
---
|
||
|
||
## 11. Manual Implementation Guide
|
||
|
||
> **This section is for a human implementer building the Blueprint manually in UE5.**
|
||
> Follow these steps in order. Each function is broken down into specific UE5 Blueprint nodes.
|
||
|
||
### 11.1 Class Setup
|
||
|
||
1. Create a new Blueprint Class:
|
||
- Parent Class: `ActorComponent`
|
||
- Name: `BPC_HapticsController`
|
||
- Path: `Content/Framework/Settings/`
|
||
2. Add all variables from Section 3 to the Class Defaults.
|
||
- Configuration variables: set `Instance Editable` ✓
|
||
- Internal variables: set to `Private` (no expose)
|
||
3. Add the Event Dispatchers from Section 5.
|
||
|
||
### 11.2 Variable Initialization (BeginPlay)
|
||
|
||
```
|
||
Event BeginPlay
|
||
├─ Get Owner → Cast to PlayerController → Store as CachedPlayerController
|
||
│ └─ If NOT valid: Print String "BPC_HapticsController: Owner is not a PlayerController!" → Return
|
||
├─ Call DetectControllerPlatform → Set CurrentPlatform
|
||
├─ Load Asset Registry → Get All Assets of Class (DA_HapticProfile)
|
||
│ └─ ForEach: Add to HapticProfileMap [ProfileTag → Asset]
|
||
├─ Get Owner → Get Component by Class (BPC_AccessibilitySettings)
|
||
│ └─ If valid: Bind Event OnHapticsToggleChanged → SetHapticsEnabled
|
||
│ └─ If valid: Read initial bHapticsEnabled value
|
||
├─ Get Owner Pawn → Get Component by Class (BPC_StateManager)
|
||
│ └─ If valid: Bind Event OnHeartRateChanged → PlayHeartbeatHaptic
|
||
├─ Set bIsInitialized = true
|
||
└─ Call OnHapticsControllerInitialized
|
||
```
|
||
|
||
### 11.3 Function Implementations
|
||
|
||
#### `PlayHapticByTag`
|
||
|
||
**Input Pins:** `ProfileTag` (GameplayTag), `IntensityMultiplier` (Float)
|
||
**Output Pins:** None
|
||
|
||
**Node-by-Node Logic:**
|
||
```
|
||
[Function: PlayHapticByTag]
|
||
Step 1: Branch on bHapticsEnabled → False: Return
|
||
Step 2: Get Game Time in Seconds → Subtract LastPlayTime → Compare to MinTimeBetweenEffects
|
||
Branch → Too soon: Return (or queue if needed)
|
||
Step 3: HapticProfileMap → Find (ProfileTag) → Store as FoundProfile
|
||
Step 4: Branch on FoundProfile valid?
|
||
True →
|
||
Step 4a: Make S_HapticRequest:
|
||
- ProfileTag = ProfileTag
|
||
- EventType = FoundProfile.EventType
|
||
- IntensityMultiplier = IntensityMultiplier
|
||
- DurationOverride = -1 (use profile default)
|
||
- Priority = FoundProfile.Priority
|
||
Step 4b: Call PlayHapticInternal(S_HapticRequest)
|
||
Step 4c: Call OnHapticPlayed(ProfileTag, FoundProfile.EventType, IntensityMultiplier)
|
||
False →
|
||
Step 4d: Print String Warning: "No haptic profile found for tag: {ProfileTag}"
|
||
```
|
||
|
||
**Nodes Used:** `Branch`, `FindGameplayTag`, `Map Find`, `Make Struct (S_HapticRequest)`, `Call Function`, `Print String`
|
||
|
||
#### `PlayHapticInternal`
|
||
|
||
**Input Pins:** `Request` (S_HapticRequest)
|
||
**Output Pins:** None
|
||
|
||
**Node-by-Node Logic:**
|
||
```
|
||
[Function: PlayHapticInternal]
|
||
Step 1: If ActiveHapticEffect is valid → Call StopHaptic (interrupt current)
|
||
Step 2: Break S_HapticRequest → get ProfileTag
|
||
Step 3: Look up DA_HapticProfile from HapticProfileMap
|
||
Step 4: Switch on CurrentPlatform:
|
||
Case PS5_DualSense: Get PS5_ForceFeedbackCurve from profile
|
||
Case Xbox: Get Xbox_ForceFeedbackCurve from profile
|
||
Default: Get Generic_ForceFeedbackCurve from profile
|
||
Step 5: Branch on selected curve valid?
|
||
True →
|
||
Step 5a: CachedPlayerController → Play Force Feedback
|
||
- Force Feedback Effect: selected curve asset
|
||
- Intensity Multiplier: Request.IntensityMultiplier * HapticIntensityScale
|
||
- bLooping: false
|
||
- bIgnore Time Dilation: true
|
||
Step 5b: Set ActiveHapticEffect = selected curve
|
||
False →
|
||
Step 5c: Print String Warning: "No ForceFeedbackEffect for platform {CurrentPlatform}"
|
||
Step 6: Set LastPlayTime = Get Game Time in Seconds
|
||
```
|
||
|
||
**Nodes Used:** `Switch on EControllerPlatform`, `Break S_HapticRequest`, `Map Find`, `Play Force Feedback (PlayerController)`, `Branch`
|
||
|
||
#### `PlayHeartbeatHaptic`
|
||
|
||
**Input Pins:** `BeatsPerMinute` (Float)
|
||
**Output Pins:** None
|
||
|
||
**Node-by-Node Logic:**
|
||
```
|
||
[Function: PlayHeartbeatHaptic]
|
||
Step 1: Clamp (BeatsPerMinute, HeartbeatMinBPM, HeartbeatMaxBPM) → Store as ClampedBPM
|
||
Step 2: Divide 60.0 / ClampedBPM → Store as PulseInterval
|
||
Step 3: If bHeartbeatActive:
|
||
True → Clear Timer by Handle (HeartbeatTimerHandle)
|
||
Step 4: Set bHeartbeatActive = true
|
||
Step 5: Set Timer by Event:
|
||
- Event: Custom Event (HeartbeatPulse)
|
||
- Time: PulseInterval
|
||
- Looping: true
|
||
- Store handle as HeartbeatTimerHandle
|
||
[Custom Event: HeartbeatPulse]
|
||
→ Call PlayHapticByTag(Haptic.Heartbeat, 1.0)
|
||
```
|
||
|
||
**Nodes Used:** `Clamp (float)`, `Divide`, `Set Timer by Event`, `Clear Timer by Handle`
|
||
|
||
#### `SetHapticsEnabled`
|
||
|
||
**Input Pins:** `bEnabled` (Bool)
|
||
**Output Pins:** None
|
||
|
||
```
|
||
[Function: SetHapticsEnabled]
|
||
Step 1: Set bHapticsEnabled = bEnabled
|
||
Step 2: Branch:
|
||
False → Call StopHaptic
|
||
Step 3: Call OnHapticsEnabledChanged(bEnabled)
|
||
```
|
||
|
||
#### `DetectControllerPlatform`
|
||
|
||
```
|
||
[Function: DetectControllerPlatform]
|
||
Step 1: Get Platform Name → Store as PlatformStr
|
||
Step 2: String Contains (PlatformStr, "PS5") → True: Set CurrentPlatform = PS5_DualSense → Return
|
||
Step 3: String Contains (PlatformStr, "PS4") → True: Set CurrentPlatform = PS4_DualShock → Return
|
||
Step 4: String Contains (PlatformStr, "Xbox") → True: Set CurrentPlatform = Xbox → Return
|
||
Step 5: Get Input Device Type → Switch on Type:
|
||
Gamepad → Set CurrentPlatform = PC_Generic
|
||
Default → Set CurrentPlatform = Unknown
|
||
```
|
||
|
||
**Nodes Used:** `Get Platform Name`, `Contains (string)`, `Switch on String`, `Get Input Device Type`
|
||
|
||
### 11.4 Event Dispatcher Bindings (Inbound Listeners)
|
||
|
||
| Bind to Dispatcher | Custom Event to Create | What it Does |
|
||
|--------------------------------------|------------------------|--------------|
|
||
| `BPC_StateManager.OnHeartRateChanged` | `OnHeartRateChanged_Handler` | `PlayHeartbeatHaptic(CurrentHeartRate)` |
|
||
| `BPC_AccessibilitySettings.OnHapticsToggleChanged` | `OnHapticsToggle_Handler` | `SetHapticsEnabled(bEnabled)` |
|
||
|
||
### 11.5 Multiplayer Networking
|
||
|
||
- This component is **local client only**. No replication needed.
|
||
- Haptics play only on the local player's controller.
|
||
- No `HasAuthority()` gates needed — haptics are cosmetic.
|
||
- For listen server hosts: `IsLocalPlayerController()` check before playing effects.
|
||
|
||
### 11.6 Quick Node Reference
|
||
|
||
| Node | Where to Find | Used For |
|
||
|------|---------------|----------|
|
||
| `Play Force Feedback` | Right-click → "Play Force Feedback" | Playing rumble effect on controller |
|
||
| `Stop Force Feedback` | Right-click → "Stop Force Feedback" | Stopping all active vibration |
|
||
| `Set Timer by Event` | Right-click → "Set Timer by Event" | Looping heartbeat pulse |
|
||
| `Get Platform Name` | Right-click → "Get Platform Name" | Detecting Xbox/PS5/PC |
|
||
| `Clamp (float)` | Right-click → "Clamp" | Clamping BPM range |
|
||
| `Make Struct` | Right-click → "Make S_HapticRequest" | Building haptic request |
|
||
| `Map Find` | Right-click → "Find" | Looking up profile by tag |
|
||
| `Get Game Time in Seconds` | Right-click → "Get Game Time" | Cooldown tracking |
|
||
|
||
---
|
||
|
||
## 12. Blueprint Build Checklist
|
||
|
||
- [ ] Create Blueprint class: `BPC_HapticsController` (parent: `ActorComponent`)
|
||
- [ ] Add all variables from Section 3 with correct types and defaults
|
||
- [ ] Create `EHapticEvent`, `EHapticMotor`, `EControllerPlatform` enums (in Content Browser)
|
||
- [ ] Create `S_HapticRequest` struct (in Content Browser)
|
||
- [ ] Build `BeginPlay` event → `Initialize` chain
|
||
- [ ] Implement `DetectControllerPlatform` function
|
||
- [ ] Implement `PlayHapticInternal` with Platform Switch
|
||
- [ ] Implement `PlayHapticByTag` (public entry point)
|
||
- [ ] Implement `PlayHapticByEvent` (convenience wrapper)
|
||
- [ ] Implement `StopHaptic` / `StopHeartbeatHaptic`
|
||
- [ ] Implement `PlayHeartbeatHaptic` with looping timer
|
||
- [ ] Implement `SetHapticsEnabled` / `SetDualSenseTriggerEffect`
|
||
- [ ] Create all 6 event dispatchers
|
||
- [ ] Bind to `BPC_StateManager.OnHeartRateChanged`
|
||
- [ ] Bind to `BPC_AccessibilitySettings.OnHapticsToggleChanged`
|
||
- [ ] Create at least one `DA_HapticProfile` instance for `Haptic.Damage.Default`
|
||
- [ ] Test: PlayHapticByTag triggers vibration on Xbox controller
|
||
- [ ] Test: PlayHapticByTag triggers vibration on PS5 DualSense
|
||
- [ ] Test: bHapticsEnabled=false blocks all effects
|
||
- [ ] Test: Heartbeat BPM changes pitch/speed of pulse
|
||
- [ ] Test: Rapid-fire calls respect MinTimeBetweenEffects
|
||
|
||
---
|
||
|
||
*Blueprint Spec: Haptics Controller. Conforms to TEMPLATE.md v2.0 — part of the UE5 Modular Game Framework, SETTINGS layer.*
|