Guides

Force Feedback Effects

Use Unreal's Force Feedback Effect assets and Input Device Properties to drive trigger resistance and the lightbar on a timeline.

Unreal has its own way to describe controller feedback: Force Feedback Effect assets, with rumble curves and a list of Device Properties for adaptive triggers and the light colour. The plugin supports them, so you can author feedback as assets, preview it in the editor and play it with the engine's nodes.

What is supported

Device Property (in the asset)Effect on the controller
Trigger ResistanceResistance that ramps from Start Strength to End Strength between Start and End position (a Slope Feedback). Both strengths at 0 turns the trigger off.
Trigger FeedbackConstant resistance from a position (Feedback).
Trigger VibrationVibration from a position with amplitude and frequency (Vibration).
Device ColorLightbar colour.
Trigger ResetGives the trigger back to the game.

Other properties (gyro, dead zones...) are ignored. The units are the same as the DS nodes: positions are zones 0–9, strengths 0–8, frequency in Hz.

Creating an effect

Create the asset

Right-click in the Content Browser and create a Force Feedback Effect (type it in the search box of the menu).

Add the rumble (optional)

Add channels and draw the curves for the large and small motors.

Add Device Properties

In Device Properties, add for example a Trigger Resistance property, choose the trigger (Right), and set positions and strengths. Tick Reset After Completion if the trigger should go back to normal at the end.

Preview it

Press the play button on the asset thumbnail with a controller connected: the plugin applies the effect in the editor too, without starting PIE.

Playing it

Use Client Play Force Feedback on the Player Controller, the same node you use for rumble.

How it combines with the DS nodes

Device Properties are a layer on top of what the game set with the DS nodes, not a replacement:

  • While a property is active, it wins over the game's trigger effect or lightbar colour.
  • When it ends (or its trigger is reset), the controller goes back to what the game had set, not to "off".
  • Changing the game state with DS Set Trigger Effect while the property is active is fine: it shows up as soon as the property ends.

Example: the game has a Weapon effect on R2 and an orange lightbar. A Force Feedback Effect makes R2 a heavy ramp for 3 seconds and the lightbar magenta. After 3 seconds R2 is a Weapon trigger again and the lightbar is orange again.

© 2026 Adaptive Pad by Altercode. Blueprint graphs rendered with ueblueprint (MIT). 3D controller based on a model by AHarmlessPotato, CC BY 4.0: rigged, split into moving parts, Sony marks removed.

Not affiliated with or endorsed by Sony Interactive Entertainment. "DualSense" is a registered trademark or trademark of Sony Interactive Entertainment Inc., used here only to describe compatibility. "Unreal" and "Unreal Engine" are trademarks or registered trademarks of Epic Games, Inc.