# Rumble XBox Controller

**URL:** <https://forums.unrealengine.com/t/rumble-xbox-controller/321140>\
**Category:** Blueprint\
**Tags:** xbox-controller, unreal-engine, Blueprint, question\
**Created:** [June 9, 2015, 7:59am UTC](https://forums.unrealengine.com/t/rumble-xbox-controller/321140 "2015-06-09T07:59:44Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![N4cerBocaj](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@N4cerBocaj](https://forums.unrealengine.com/u/N4cerBocaj)\
**Post date:** [June 9, 2015, 7:59am UTC](https://forums.unrealengine.com/t/rumble-xbox-controller/321140/1 "2015-06-09T07:59:44Z")

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Hi,

I have seen previous questions - one that is marked as resolved but doesn’t explain a process. I want to implement the rumble feature when damage is taken. I found the Play Dynamic Force Feedback node by turning off context sensitive but have no idea how to implement it.

One question said to Enable Feedback on the Player Controller - sorry but I have no idea what that means and can’t find anywhere where I might be able to do this.

Any specific step by step help would be greatly appreciated.

Thanks,  
Ben

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**Author:** ![ScottSpadea](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scottspadea/32/1194682_2.png) [@ScottSpadea](https://forums.unrealengine.com/u/ScottSpadea)\
**Post date:** [June 9, 2015, 10:25am UTC](https://forums.unrealengine.com/t/rumble-xbox-controller/321140/2 "2015-06-09T10:25:09Z")

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- create a Miscellaneous \> ForceFeedbackEffect asset
- inside that asset, add a keyframe at 1 second, with a value of 1.
- inside your Character, getController, cast to PlayerController, and plug that into a **ClientPlayForceFeedback** node
- set the ForceFeedbackEffect reference to your ForceFeedbackEffect asset

 ![45672-forcefeedback.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/d/3/bd3640f51015ed884e52fbac81e179d627acd1d8.png)

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**Author:** ![N4cerBocaj](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@N4cerBocaj](https://forums.unrealengine.com/u/N4cerBocaj)\
**Post date:** [June 9, 2015, 10:40am UTC](https://forums.unrealengine.com/t/rumble-xbox-controller/321140/3 "2015-06-09T10:40:42Z")

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Awesome - is Client Play Force Feedback the same as Play Dynamic Force Feedback??? Will both result in the rumble effect?

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**Author:** ![ScottSpadea](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scottspadea/32/1194682_2.png) [@ScottSpadea](https://forums.unrealengine.com/u/ScottSpadea)\
**Post date:** [June 9, 2015, 10:51am UTC](https://forums.unrealengine.com/t/rumble-xbox-controller/321140/4 "2015-06-09T10:51:10Z")

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ClientPlayForceFeedback rumbles with an animated intensity, based on keyframes.

PlayDynamicForceFeedback is a looping rumble effect where you can set its intensity, but it does not use a ForceFeedbackEffect asset, so its intensity is not a canned animation, and it needs to be updated procedurally.

so if you want the feedback to fade out, or pulse like a heart beat, or some other animated effect, use ClientPlayForceFeedback. if you want to procedurally set the intensity through a function, you can use PlayDynamicForceFeedback.

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**Author:** ![N4cerBocaj](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@N4cerBocaj](https://forums.unrealengine.com/u/N4cerBocaj)\
**Post date:** [June 18, 2015, 10:25am UTC](https://forums.unrealengine.com/t/rumble-xbox-controller/321140/5 "2015-06-18T10:25:27Z")

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Thank you very much. Sorry for the delay in responding but I got back to my game today and it works perfectly.

Your help is greatly appreciated
