David Sanchez - DualSense Gamepad Support

Native PlayStation and Xbox controller support for Unreal Engine, powered by SDL3.

Plug in your DualSense, PS4, or Xbox controller and it works immediately — no Blueprint setup, no configuration, no extra steps. The plugin registers as a native UE input device and feeds input directly into your existing Input Mapping Contexts using standard Gamepad_* keys.

Features:

• PlayStation (PS3, PS4, PS5 / DualSense) and Xbox (360, One, Series) support

• Hot-swap detection — automatically switches active controller based on which pad you use

• Full force feedback via UE's native Play Force Feedback nodes

• Zero game thread stalls — hotplug runs on a dedicated worker thread

• Works in editor viewport, PIE, and packaged builds with no setup required

• Compatible with Enhanced Input out of the box

Only PlayStation and Xbox controllers are recognized. Generic, XInput, and Nintendo Switch controllers are filtered out by design. SDL3 is bundled — no manual installation required.

You can post something like this in the Fab comments section:

I’m using this plugin with Unreal Engine 5.5. The project compiles successfully, but the packaged build fails to launch with the following error:

“Plugin ‘DualSenseGamepadSupport’ failed to load because module ‘DualSenseGamepadSupport’ could not be found.”

The plugin works in-editor, but not in the packaged build.

Has anyone else experienced this issue? Is there an additional setup step required for packaging/shipping builds in UE 5.5?

@Naba.Ali Hello. I had that problem with other plugin before with the same window message popup. This plugin uses C++ classes, so you need to do these steps:

  1. Click Tools → New C++ Class to create custom class of any type ex. Actor
  2. Wait of the process of creating
  3. Close the project
  4. Delete these folders: Binaries, Intermediate, Saved and DeriviedDataCache
  5. Click on the .uproject file with PPM and find option “Generate Visual Studio project files” and click on it
  6. Open the newly created file with .sln extension with Visual Studio 2022
  7. Install the required addons that Visual Studio will hint in the right panel
  8. After installing open again .sln file that now should open for you “Configuration of Unreal Engine integration”
  9. Now you need to configure every part of it
  10. After configuring try to compile the solution with that green arrow button “Local Debugger”
  11. If it will give you compile errors you must open .uproject file in notepad and change “VisualStudioTools” from true to false
  12. After that compilation process should be fine and project should open without problems

Now builds of the game should open without this popup error because the Visual Studio compiled all plugins that use C++ classess.