Controller Support v2 - DualSense/DualShock4

🎮 Exclusive DualSense™ Features

*Wireless Audio-Based Haptics:** High-fidelity haptic feedback generated in real-time from audio streams, fully supported over a Bluetooth connection.

*Wireless Audio Routing:** Direct audio output to the controller's built-in speaker and the 3.5mm headset jack, fully supported via wireless connection.

✨ Core Features

*🏗️ Extensible Multi-Platform Architecture:** A flexible design that enables compilation across all Unreal Engine platforms. Supporting new hardware is as simple as implementing the connection interface.

*🔌 Dynamic Connection (Hot-Swap):** Automatically detects controller connection and disconnection, even during gameplay.

*⚡ Optimized for Multiplayer:** High-performance architecture with minimal impact on network games.

*🎮 Seamless Input Integration:** Coexists perfectly with Unreal Engine's native input managers (like Enhanced Input) and other gamepad plugins, preventing conflicts between devices.

*🎧 Audio Haptics (USB & Wireless):** Haptic feedback based on in-game audio.

*🎯 Adaptive Triggers:** Full control over resistance, effects, and vibration on R2/L2 triggers.

*💡 Lightbar Control:** Dynamically change the controller's LED color.

*🎤 Smart Mute Detection:** Automatic mute LED control, no coding required.

*⚙️ Force Feedback:** Native integration with Unreal Engine's Force Feedback system for standard motor vibration.

*🎮 Multi-Controller Support:** Manage up to 4 controllers simultaneously.

⚖️ Disclaimer and Trademarks

"PlayStation", "PlayStation Family Mark", "PS5 logo", "PS5", "DualSense" and "DUALSHOCK" are registered trademarks or trademarks of Sony Interactive Entertainment Inc. "SONY" is a registered trademark of Sony Corporation. "Windows" is a registered trademark of Microsoft Corporation.

> Note: The author of this project is not affiliated, associated, authorized, endorsed by, or in any way officially connected with Sony Interactive Entertainment Inc. or Microsoft Corporation. This is an independent and unofficial project.

Hey thanks for your reply on the other thread. The short version is I just want to use PS5’s DS gyros to control a third person character’s arm direction, but following the set up guide with the inputs etc, getting the ‘Tilt’ input doesn’t pull any data from the DS. Hope that makes sense, I’m fumbling around a bit.

Hi! This plugin is exactly what I need on the playstation side of things but it completely destroys a lot of in editor xinput controller functionality and a lot of input display frameworks

For example when you connect an xbox controller it says it connected it and immediately says it was disconnected and from that moment on the xbox controller is stuck navigating the ue5 menus and can never be used in a game window again.
Very weird.

It also stops the xbox controller registering inputs when in an input mapping context trying to assign a button with a press button to register widget.

It also always displays controller type as Windows with common ui plugin and I saw some other comment about the hardware identifier being stuck on dual sense.

I want to use this plugin but I sadly cannot overlook these issues with it for now. I haven’t used v1 and I’m seeing that v2 has been published a few days ago I assume these things are on their way and gonna check back later.

Gonna for now see if v1 doesnt have these problems. I was using v2 on UE5.6.1

Sadly v1 also breaks controller support for xbox controllers in engine.

Hi, sorry for the delayed response, the plugin doesn’t break when the Xbox controller is connected. Could you provide more information? You need to check the controller ID and user ID.

hi, thanks for reporting, you need to enable Enable Gyroscope Values ​​in blueprint node

How does one use the controller vibration with this plugin? It was working with the v1 plugin but with this one, I can’t get the “Client Play Force Feedback” or “Play Dynamic Force Feedback” to work at all.

1 Like

Hi, thanks for reporting. I’ll upload a new version with this fix. I believe I’ll be able to update the plugin with this fix later today.

When you have time, either here or in your Github doc, could you break down step by step how to use some of the features so we can know the intended way to use the functions? Specifically for me, I would like to figure out how to use the Force Feedback with this plugin. Everytime I use the function the normal way, nothing happens! :slight_smile:

Hi,

I’ve updated the vibration issue; it should be available for update on the FAB website in a few hours.

For the vibration to work, there are a few points to consider:

Vibration must be flagged as Default. If vibration is set to Audio-Based, it disables the conventional controller vibration.

Another point is to always call ‘UpdateOutput’ to update the controller commands, after which call the native Unreal Engine force feedback (here you don’t need ‘UpdateOutput’, as it’s already called internally by the plugin).

Below are some example images.

Default vibration

Haptics vibration (Audio-Based)

1 Like

Before purchasing v2, click here and review some important considerations.

Thank you so much for the example, after the update that worked perfectly :slight_smile:
If you would be so kind, could I see an example for how the Touch function works! I have enabled touch (with the Update Output) but I can’t get any of the Touch Events to register the input and addition give the locational info of WHERE was touched! :slight_smile:

🎮 Exclusive DualSense™ Features

*Wireless Audio-Based Haptics:** High-fidelity haptic feedback generated in real-time from audio streams, fully supported over a Bluetooth connection.

*Wireless Audio Routing:** Direct audio output to the controller's built-in speaker and the 3.5mm headset jack, fully supported via wireless connection.

✨ Core Features

*🏗️ Extensible Multi-Platform Architecture:** A flexible design that enables compilation across all Unreal Engine platforms. Supporting new hardware is as simple as implementing the connection interface.

*🔌 Dynamic Connection (Hot-Swap):** Automatically detects controller connection and disconnection, even during gameplay.

*⚡ Optimized for Multiplayer:** High-performance architecture with minimal impact on network games.

*🎮 Seamless Input Integration:** Coexists perfectly with Unreal Engine's native input managers (like Enhanced Input) and other gamepad plugins, preventing conflicts between devices.

*🎧 Audio Haptics (USB & Wireless):** Haptic feedback based on in-game audio.

*🎯 Adaptive Triggers:** Full control over resistance, effects, and vibration on R2/L2 triggers.

*💡 Lightbar Control:** Dynamically change the controller's LED color.

*🎤 Smart Mute Detection:** Automatic mute LED control, no coding required.

*⚙️ Force Feedback:** Native integration with Unreal Engine's Force Feedback system for standard motor vibration.

*🎮 Multi-Controller Support:** Manage up to 4 controllers simultaneously.

⚖️ Disclaimer and Trademarks

"PlayStation", "PlayStation Family Mark", "PS5 logo", "PS5", "DualSense" and "DUALSHOCK" are registered trademarks or trademarks of Sony Interactive Entertainment Inc. "SONY" is a registered trademark of Sony Corporation. "Windows" is a registered trademark of Microsoft Corporation.

> Note: The author of this project is not affiliated, associated, authorized, endorsed by, or in any way officially connected with Sony Interactive Entertainment Inc. or Microsoft Corporation. This is an independent and unofficial project.

1 Like

Implement gyroscopic aiming in 30 seconds on Unreal Engine and DualSense. 1:1

You can implement this using Middleware Unreal-Dualsense v2 Premium or V2 Pro (Gold-Edition)