Hello!
It seems like there has been a push in creating a new standard/“intended way” of utilizing the controller features in Unreal Engine since 5.2, and I’ve wanted to check what the current recommendations would be.
We’ve been previously only using Force Feedback assets for “classic” approach to vibration (Xbox controllers), while utilizing the submix in audio (with endpoint of vibration output) for the audio based haptics (for DualSense), as it seemed like the way to go in 4.27 and earlier versions of UE. But, perhaps, this is now considered outdated or potentially can be deprecated in the future?
In essence, what I would like to know is:
- Should all Force Feedback (including audio-based haptics, Sony’s Adaptive Triggers and Microsoft’s Impulse Triggers) now be handled via Force Feedback assets as explained in https://dev.epicgames.com/documentation/en\-us/unreal\-engine/force\-feedback\-in\-unreal\-engine?application\_version\=5\.6 ? If it isn’t and the described above method of using submix is used, what are the downsides and what is the current “vision for the future” from Epic as far as these features are concerned?
- If Force Feedback assets are indeed required now, does this also include using said assets inside sequencers for cutscenes, or would that have a different solution?
- The Light Bar functionality of DualSense should also be handled via Force Feedback assets or is there a better way?
- For controllers with speakers (like DualSense), is there a “correct” way of implementing the sounds, with the fallback like “if the controller speakers sounds are set to 0 volume, play sound through main audio output device”?
Hope this isn’t a very complicated issue.
Thank you!