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.
@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:
Click Tools → New C++ Class to create custom class of any type ex. Actor
Wait of the process of creating
Close the project
Delete these folders: Binaries, Intermediate, Saved and DeriviedDataCache
Click on the .uproject file with PPM and find option “Generate Visual Studio project files” and click on it
Open the newly created file with .sln extension with Visual Studio 2022
Install the required addons that Visual Studio will hint in the right panel
After installing open again .sln file that now should open for you “Configuration of Unreal Engine integration”
Now you need to configure every part of it
After configuring try to compile the solution with that green arrow button “Local Debugger”
If it will give you compile errors you must open .uproject file in notepad and change “VisualStudioTools” from true to false
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.