Seamless PC and Console integration for PS5 (DualSense) and PS4 (DualShock) controllers in Unreal Engine. Built on a decoupled C++20 architecture, allowing zero-friction injection of official SDKs.
Key Benefits & Features:
Engine Updates: Guaranteed support and compatibility updates for all future Unreal Engine releases.
Exclusive GitHub Access: Direct access to the private repository, allowing your team to manage custom builds, integrate with CI/CD, and contribute to the codebase.
Priority Support: Fast-tracked issue analysis and bug fixes.
Advanced Example Projects: Exclusive templates serving as a starting point 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.
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:
High-fidelity audio-based haptics over USB.
High-fidelity audio-based haptics over Bluetooth.
Standard controller triggers and basic rumble setups.
Touchpad Extensibility: Multi-touch data extraction, absolute/relative coordinate mapping, and custom gesture recognition setup.
Gyroscope & Accelerometer: Sub-millisecond motion data processing, raw IMU telemetry extraction, and fusion algorithms for precise aiming or motion-controlled mechanics.
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.
Active Data Load: Simultaneous and continuous wireless Audio streaming to the controller, high-fidelity Haptic Feedback, and real-time Gyroscope polling.
Environment: Production Build (Shipping).
Achieved Metrics (Raw Performance):
Framerate (Average): 130.6 FPS
Frame Time (95th Percentile): 8 ms
> Note: Test executed at native resolution, with frame generation and upscaling technologies (such as FSR/DLSS) strictly disabled.
Technical Conclusion: The data certifies the efficiency and low computational overhead of the plugin’s C++ architecture. Processing and transmitting dense data packets via Bluetooth 5.1—encompassing direct audio streaming to the controller, haptic responses, and real-time gyroscope telemetry—occurs asynchronously without bottlenecking the game or render threads. The practical result is a high, stable framerate with no frametime spikes (stutters), shattering the paradigm that utilizing advanced wireless DualSense features degrades PC performance.
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
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.
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.
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.