Dualsense for Unreal Engine 5.2 ~ 5.7

I just realized that it doesn’t happen if I also have an Xbox controller connected (or any other controller). Still something that could benefit from a fix, if possible!

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Hi, thanks for getting back to me and helping to work on this. I’m using the version currently available from FAB. UE tells me it’s version 5.6.0. The input class name is listed as FWinDualShock, which may be because I am also running the Windows DualShock plugin from Epic. I never disabled it, should I do so? I suppose it’s possible they’re fighting with each other, however, the DualSense controller is working just fine except for CommonUI functionality.

EDIT: I just checked inside the editor and it lists the plugin as 1.2.19. Sorry about that, didn’t think to check the plugin listing inside the editor.

EDIT 2: I have created a controller data blueprint and entered the input settings there. I have attempted to modify the Gamepad Hardware Id Mapping with the info you provided, but that didn’t help at all. Are you suggesting that I add the data you provided directly to DefaultGame.ini?

EDIT 3: After doing some reading I disabled the Epic plugin, and added your suggested lines to the DefaultInput.ini. I then started the game back up and edited my PS5 controller data to match the new controller info, but it still displays the Xbox icons when I use the DualSense controller.

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I added this code to DefaultInput.ini and it fixed my problem, yeah!

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Thanks for the report. Actually, your problem can be easily solved if you apply the delegate, and in the input settings, you need to configure the following.

However, we still have an issue that was reported in this GitHub issue. For this to work correctly, we will need to make some changes to the method that reads the input from the controls in the plugin.

DualSense establishes itself as the current input device constantly (OnInputHardwareDeviceChanged) · Issue #87 · rafaelvaloto/WindowsDualsenseUnreal

Yes, this problem does exist over USB, I will investigate the reason so that the correction can be made. Thank you.

I’ve updated to the new version where I log the input modification event in this delegate. You can test it as soon as the FAB releases the update. v1.2.20. I believe that should solve the problem.

Thanks for the info. I’ll keep an eye out for the update and then give it another test and report back.

**If you can comment on the open issue, I’d appreciate it. More developers are contributing, and that helps them understand the problem.
**
DualSense establishes itself as the current input device constantly (OnInputHardwareDeviceChanged) · Issue #87 · rafaelvaloto/WindowsDualsenseUnreal

I have tested and am at this point at a complete loss. The Input Device Subsystem is returning the correct information for the DualSense controller, the controller works perfectly fine, and I have my PlayStation 5 controller data set up with the mapping that is being returned from the Input Subsystem and still it is using the Xbox images not the PlayStation images I have set up in the Data set.

Any further help would be appreciated.

Thanks.

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Hi, if it’s convenient for you, clone the repository from the master branch. It seems the problem has been fixed. The version currently in the FAB is outdated. Unless you want to wait for a new, updated version to be released.

I may give that a try. I also intend to check into our implementation to see if we missed anything. Just an FYI in case it makes a difference, the version in the project from FAB is 1.2.20 which is also the latest version on GitHUB. It just updated a couple of days ago and I am still experiencing the Xbox icon issue.

After I do a little checking I’ll pull the zip package from GitHUB and load it over the FAB version and let you know if that changes anything. I’ll also post back here with any fixes we find in our configuration so that others can find the info in case they need it. I’ll let you know what I find out either way.

Thanks again. I’ll post back soon.

You plug it in and it just works: Thank you!

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Hi, one important detail: the version in the .zip file on GitHub is the same as the one on the FAB Marketplace. To make it work, you must clone the repository from the master branch; this branch contains the fix you probably need.

Hi, I tried using this plug in with my project on UE5.5.4, the controller woks fine and the touchpad work ok ( it just change touch id and i found a solution )

but when i tried using the gyro i couldn’t get it to work properly, it just give me random output for xyz , even if the controller is stationary on the desk , i used (tilt, rotation rate, gravity, acceleration ) and all of them have the same issue.

to check i downloaded the Arena Sample for gyro aim and tried to test it but the problem persist


i am moving the DualSense in the video but nothing happens , or the it just move randomly,

i tried a second controller but the same problem .

to check if the gyro of the controller is broken, i used steam input , and the gyro worked fine inside steam.

Any help would be appreciated.

extra information:
1-the gyro is not working correctly inside the UE editor both (UE5.6 and UE5.5.4) , i did not try a packaged game yet
2- i am using windows 10
3- ryzen 9 3900x
4- RTX3080

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Oh, OK I see. You’re saying that the current fix is in the repo but not the built release. So to get it I’ll have to clone and build, then copy that over the FAB version?

Sorry, the other way around. Clone it in and rebuild. But basically the fix is not in the compiled version either on FAB or GitHub.

Hi, thanks for the report… This example version of Gyro does have variations… but the new version of the plugin has implemented a filter to correct this… I believe you reported it on GitHub. You can check the response and report it on GitHub. Thank you.

Hi!

In our game, we have an (Enhanced) Input Action mapped to Gamepad Special Left. This works well with XB Controller on Windows and on PS5 this seems to be automatically remapped to Touchpad Button, not using the plugin.

When using the plugin however, the game seems to use Special Left instead of Touchpad, which is of course the Share Button and therefore cannot work.

Is there a way to prevent this from happening when using the plugin or should we rather create Input Mapping Context redirectors to use different input mappings on PS5?

Hi, Thank you for reporting this behavior.

In this case, I believe the best approach is to handle this via the Input Mapping Context.

Since the plugin maps the physical inputs 1:1, simply adding the Gamepad Touchpad Button to your existing Input Action is the cleanest solution.

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The amount of support and effort put into this FREE plug in is very inspiring. People like you make the world a better place. Thanks!

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:video_game: Example Project: Audio Haptics (USB & Wireless)

Have you downloaded and tested the Audio Haptics example project? It works beautifully via Bluetooth and USB.

And more importantly, it doesn’t just work. To implement this functionality, you only need one single element in the blueprint and to register the audio submix. What do you think?