Thanks for the feedback, I’ll pay special attention to this issue this week. I’ll let you know when I have any updates.
I believe I’ve resolved the issue, and the v1.2.16 update will be available soon.
I recommend using this approach to correctly capture touchpad data.
IMC
Note: the controller automatically generates IDs when touch down is true. Therefore, it is necessary to add all available Touch IDs in Unreal to the IMC
Does this plugin have compatability with CommonUI/CommonInput? Trying to use it in UI / Menus and having a difficult time. Do you have any suggestions? Im all out of ideas.
Absolutely. If you’re having trouble with input mapping for UI navigation, the solution is quite simple. The plugin uses standard input key names for the left analog stick.
You just need to create Input Actions for UI navigation (e.g., UINavigateUp, UINavigateDown) and then map these specific keys to them in your project’s input settings or your CommonUI data table:
Gamepad_LeftStick_Up
Gamepad_LeftStick_Down
Gamepad_LeftStick_Left
Gamepad_LeftStick_Right
Once you map those keys to your actions, CommonUI will handle the widget navigation correctly.
just like in the tutorial’s example project. You can see the tutorial here for reference: https://github.com/rafaelvaloto/WindowsDualsenseUnreal/wiki/Example-Project:-Gyroscope-Aiming
Could you please give me an example of how this can be used? Seeing the difference between it was triggered by Pressed, Released, or Pulse to calculate what direction you swipe is eluding me! ![]()
Sorry, I think I made a mistake there in the previous action image, it will actually depend on what you need… but you can leave the action without any value and just map it to the 2d axis like in this image.
So we still have a bug:
With the setup you provide, you’ll have repeated trigger which is fine, but if you’re trying to track the moment to touch and the moment to release, that is bad. So I put a print string to print the Action Values on “Started” and “Completed”, which works perfect but there is one bug. If you touch the touchpad from the VERY top (like on the top corner) and swipe down, sometimes the “Started” and “Complete” will bug out and repeat over and over when you’re still holding the touch.
I don’t know if that explains it well but TLDR:
Swiping down from the very top can glitch and infinitely repeat “Started” and “Completed”.
Hi, sorry for the late reply. Did you use the configuration this way? I couldn’t reproduce this issue with the tests.
Yeah, same setup as that. And when I say “very top” I mean around the curve of the touchpad.
Example Project: Audio-Based Vibration
This project demonstrates the Advanced Audio Vibration, a native feature of the DualSense controller. It serves as a simple playlist to showcase how music, footsteps, and other sound effects can be translated directly into high-fidelity haptics when the controller is connected via USB.
WindowsDualsenseUnreal/README.md at master · rafaelvaloto/WindowsDualsenseUnreal
Any plans for a video? I’m very noob and just don’t understand.
Hello, yes I intend to make updated videos as soon as I have some free time.
Other “bug”, if you use the touch screen while in a window mode, the touch screen can interact with stuff outside the application.
Hi, yes I noticed that too, I’m thinking about how to work around it. I’ll implement a Swipe feature suggested by a plugin user and try to solve these problems at the same time.
[RELEASE] DualSense Unreal Plugin: Stable Audio Haptics on Both Bluetooth & USB! (+ Sample Project)
Hey everyone!
I’m beyond excited to announce a massive new update for the DualSense Unreal Plugin. After a ton of development, and testing, we have finally cracked the code:
True, stable, high-performance Audio Haptics now work seamlessly over BOTH Bluetooth and USB connections.
This has been the most requested feature and the biggest technical hurdle, and it’s finally ready for your projects.
Key Features
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Full Audio Haptics Support: Convert any in-game sound into immersive haptic feedback.
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Dual Connection, Single Solution: Connect via USB or Bluetooth. The plugin automatically detects the connection type and uses the correct, native protocol.
Submix-Based Architecture: We leverage Unreal’s native audio engine. You don’t need to do any encoding. Just send your haptics audio track to a designated
Sound Submixusing aSubmix Send, and the plugin does the rest. -
Lightweight & Performant: Designed to be as efficient as possible
Are there any examples on how to get CommonUI to pick up the controller for input icon swapping? I’ve set up a dedicated PS Common Input Case Controller Data blueprint with the correct images and mapped to the hardware id’s in the Projects Settings, but when I use the DualSense controller I get the Xbox icons not the PS icons. Any help would be appreciated.
Is the update out? I don’t see a new download/update on the gibhub/unreal
Hi, have you tried adding these lines to the motor’s input settings? It might work.
[InputPlatformSettings_Windows InputPlatformSettings]
+HardwareDevices=(InputClassName=“DeviceManager.WindowsDualsense”,HardwareDeviceIdentifier=“DualShock4”,PrimaryDeviceType=Gamepad,SupportedFeaturesMask=324)
+HardwareDevices=(InputClassName=“DeviceManager.WindowsDualsense”,HardwareDeviceIdentifier=“DualSense”,PrimaryDeviceType=Gamepad,SupportedFeaturesMask=324)
+HardwareDevices=(InputClassName=“DeviceManager.WindowsDualsense”,HardwareDeviceIdentifier=“DualSenseEdge”,PrimaryDeviceType=Gamepad,SupportedFeaturesMask=324)
What version of the plugin are you currently using?
Hi, the touchpad update hasn’t been released yet. But there’s already something new in the plugin; if you want, you can clone the master copy from GitHub. I’m taking my time packaging the versions so they can be thoroughly tested before updates to avoid bugs.
What does Branch Master have that version 1.2.19 doesn’t?
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Madgwick filter for the gyroscope
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New Workflow: Live Haptic Prototyping (Console to Blueprint)
Wiki Page: Console Commands & HEX Reference
(Learn to find and test effects using the console)
Wiki Page: Tutorial: Creating a Reusable Trigger Effect Data Table
(Learn to store and use your effects in Blueprints) -
Audio Haptics for wireless connections
Improvements and fixes to the Bow and Galloping trigger effects.
Correction to battery level measurement.
I’m loving the plugin so far, thanks for making it!
But I found a bug: if I disconnect the DualSense while I’m in my UE5 project, the camera looks up and starts rotating. It stops if I re-plug the DualSense via USB.


