Getting started

Quick start

Give R2 the feel of a gun trigger and turn the lightbar orange, in one Blueprint.

This example makes R2 behave like a gun trigger (resistance that gives way with a click) and turns the lightbar orange as soon as the game starts. It works in any Blueprint: the Level Blueprint, your Character or your Player Controller.

The Blueprint

Use the copy button in the top bar, then paste the nodes into any Event Graph with Ctrl+V.

Step by step

Start from an event

Use Event BeginPlay, or any event where the effect should start (picking up a weapon, entering a vehicle...).

Set the lightbar

Add DS Set Lightbar Color and pick a colour. Controller Id is the controller slot: 0 is the first controller.

Build the trigger effect

Add DS Make Trigger Weapon: Start 4, End 7, Strength 8. Positions are trigger zones from 0 (released) to 9 (fully pressed).

Apply it to R2

Add DS Set Trigger Effect with Hand = Right Trigger and plug the effect in.

Send everything

End the chain with DS Update Output. Until you call it, the DS Set ... nodes only change the stored state.

Press Play and squeeze R2: the trigger resists from about halfway, then gives way with a click near the end.

The same in C++

MyCharacter.cpp
#include "UDualSenseSubsystem.h"

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();

    if (UDualSenseSubsystem* DualSense = GetGameInstance()->GetSubsystem<UDualSenseSubsystem>())
    {
        DualSense->SetLightbarColor(0, FLinearColor(1.f, 0.35f, 0.f));
        DualSense->SetTriggerEffect(0, EDSTriggerHand::Right, FDS5TriggerEffect::MakeWeapon(4, 7, 8));
        DualSense->UpdateOutput(0);
    }
}

Add DualSenseUnrealEnginePlugin to the dependencies in your .Build.cs:

MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "DualSenseUnrealEnginePlugin" });

Turning it off

To free the trigger again, call DS Stop Trigger (or DS Set Trigger Effect with an Off effect) and then DS Update Output. DS Reset Controller State clears everything at once: lightbar, LEDs, rumble and both triggers.

Where to go next

© 2026 Developed by Altercode. Blueprint graphs rendered with ueblueprint (MIT).

Unofficial plugin, not affiliated with, endorsed by or sponsored by Sony Interactive Entertainment Inc. "DualSense", "DualSense Edge" and "PlayStation" are registered trademarks or trademarks of Sony Interactive Entertainment Inc. "Unreal" and "Unreal Engine" are trademarks or registered trademarks of Epic Games, Inc.