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The easiest way would be to add a case to the method "UIKeyTrigger::Update".
To check if a controller button is currently pressed, use "UnityXInput.Input.GetButton(KEYCODE)".
To check if a controller button is pressed (exactly for 1 frame), use "UnityXInput.Input.GetButtonDown(KEYCODE)".
To check if a controller button is released (exactly for 1 frame), use "UnityXInput.Input.GetButtonUp(KEYCODE)".
Among the key codes, you have "JoystickButton4", "JoystickButton5", "LeftTrigger", "RightTrigger" and "JoystickButton7" for L1, R1, L2, R2 and Select respectively.
So in the end, it would look like this: