Middleware DualSense Unreal - PRO (Audio Bluetooth) | UE 5.2 ~ 5.8

Product Lifecycle Update

Older versions of this middleware have been officially discontinued. Active development, support, and maintenance are now exclusively dedicated to the v2 Premium and v2 Gold editions.

Editions Overview
v2 Premium Edition

Maintained for current engine versions to ensure stability 5.2 ~ 5.7.

Note: This edition will not receive compatibility updates for future Unreal Engine releases.

v2 Gold Edition
Designed for developers and studios requiring full control over their builds and continuous integration.

Engine Updates: Guaranteed support and compatibility updates for all future Unreal Engine releases.

Exclusive GitHub Access: Direct access to the private repository, allowing teams to manage custom builds and contribute to the codebase.

Priority Support: Fast-tracked issue analysis and bug fixes.

Advanced Example Projects: Exclusive templates serving as starting points for complex implementations, including:

Gyroscope Input.

High-fidelity Audio Haptics (via Bluetooth and USB).

Native audio routing directly to the controller’s speaker and 3.5mm headset jack.

Resources & Access

Middleware DualSense Unreal - PRO (Audio Bluetooth) | UE 5.2 ~ 5.8 - Distribution / Product Discussion - Epic Developer Community Forums

Documentation and Tutorials

Home · valotogames/Unreal-Dualsense-Pro-Docs Wiki

Unreal Engine 5 - DualSense Integration Tutorial (v2 PRO Gold Edition)

Example project available on a private GitHub repository. After your purchase, provide the information in the form and wait for access to be granted.

Unreal Engine 5 - DualSense Integration Tutorial (v2 PRO Gold Edition)

Example project available on a private GitHub repository. After your purchase, provide the information in the form and wait for access to be granted.

How do I get access to the WIKI and private GitHub repository?

Access is not automated by FAB. You must fill out our Access Form with your GitHub username and the Order ID from your FAB purchase receipt. Once verified, you will receive an invitation to the private repository.

  • Access is typically processed manually within 24 hours. Keep an eye on your email linked to GitHub or your GitHub notifications dashboard for the repository invitation.
  • Everything—including step-by-step guides, API architecture blueprints, and implementation reference files—is hosted directly inside the private GitHub repository. This ensures you always have the most up-to-date documentation alongside the source code.

The private repository includes functional sample projects demonstrating hands-on integration for:

  1. High-fidelity audio-based haptics over USB.
  2. High-fidelity audio-based haptics over Bluetooth.
  3. Standard controller triggers and basic rumble setups.
  4. Touchpad Extensibility: Multi-touch data extraction, absolute/relative coordinate mapping, and custom gesture recognition setup.
  5. Gyroscope & Accelerometer: Sub-millisecond motion data processing, raw IMU telemetry extraction, and fusion algorithms for precise aiming or motion-controlled mechanics.
  6. The Gold Edition features an accelerated, customized workflow specifically designed for rapid prototyping. You can trigger, tweak, and override Custom Adaptive Trigger Effects on the fly using Unreal Engine’s built-in Console Commands or custom CLI tools, removing the need to recompile or restart the editor during gameplay tuning.

:bullseye: Tutorial: Basic Gyro Aim Implementation · rafaelvaloto/Unreal-Dualsense Wiki

Implement gyroscopic aiming in 30 seconds on Unreal Engine and DualSense. 1:1

You can implement this using Middleware Unreal-Dualsense v2 Premium or V2 Pro (Gold-Edition)

Unreal Engine 5 - DualSense Integration Tutorial (v2 PRO Gold Edition)

Example project available on a private GitHub repository. After your purchase, provide the information in the form and wait for access to be granted.

:bar_chart: Performance Benchmark (Native Bluetooth)

System Specifications:

  • OS: Windows 11 Pro (64-bit, v. 25H2)
  • CPU: AMD Ryzen 7 5700G (4.30 GHz)
  • GPU: AMD Radeon RX 7700 XT (12 GB)
  • RAM: 32 GB

Test Conditions:

  • Connection: Standard PC Bluetooth.
  • Data Load: Simultaneous and continuous streaming of Audio and Haptics to the controller.
  • Environment: Production Build (Shipping).

Achieved Metrics (Raw Performance):

  • Framerate (Average): 130.6 FPS
  • Frame Time (95th Percentile): 8 ms
  • Note: Test executed with frame generation and upscaling technologies disabled.

Technical Conclusion: The data certifies the efficiency of the project’s architecture. Managing dense packet transmission via Bluetooth (such as audio streaming and high-fidelity haptic feedback) is processed without causing bottlenecks on the main rendering thread. The result is stable latency and the absence of stutters, debunking the technical limitations of using wireless connections for advanced controller features on PC.

b-Run is the first game released with native, full support for DualSense controller audio features via Bluetooth; download the game for free on Steam, connect your DualSense controller via Bluetooth, and enjoy an immersive experience—even wirelessly. Tip: if possible, plug headphones into the controller.

I have already purchased the Gold and V2 versions. Now I’m just waiting for the compatibility with UE5.8. I want to migrate my project to the UE5.8 version as soon as possible

Hi, the version to USE 5.8 just approved in FAB.

Controller Support - Gold Edition | Fab

Kinda of odd that I started using this as a test in 5.6 as a free plugin moved it to 5.7 then looked for the 5.8 version to find out the free version I was using was replaced by V2 and would cost money now to use in 5.8 and the free version was removed from FAB.

I sort of thought this was cool to be able to test my game using a plugin instead of the outside program I was using before, but I can just go back to that older way of doing this testing.

1 Like

Hi, I understand the frustration with the transition. Moving to V2 and a commercial license allows me to properly maintain and evolve the architecture to ensure robust, cross-platform support.

There is a significant difference between using external mapping programs and this plugin. External tools are fine for basic input testing, but this plugin provides direct, engine-level integration. It allows you to actually implement and ship features utilizing the gyroscope, advanced haptics, and native audio directly in your project.

If you want to see the native integration in action, you can check out the free game I released on Steam to experience the difference firsthand. If your goal is to fully support native Sony controller features in your game, this tool is built to save you that development time.

Yeah none of this is important to me - if I ship on a Sony platform I will look into it again - supporting the controller or testing with it is only because it is what I have on hand.

Testing to see the feel of the controls using a controller vs mouse and keyboard and I can do that with the free version of the plugin on 5.7. Supporting the PS controller on PC is super low priority.

1 Like

I understand, but I still invite you to try the game when you have some time. It’s really immersive. You can complete the map in two or three minutes.

:megaphone::megaphone::megaphone: New Tutorial

Documentation and sample project:

:bomb: Prototyping and implementation of adaptive triggers in practice · valotogames/Unreal-Dualsense-Pro-Docs Wiki