Rafael Valoto - Windows Dualsense for Unreal Engine 5.2 ~ 5.6

DualSense PS5 Controller Plugin for Unreal EngineSeamlessly integrate full support for the DualSense PS5 controller into your Unreal Engine projects, compatible with versions 5.2 ~ 5.6 on Windows platforms. Enjoy an easy-to-use solution that requires no additional configuration for setup.

Take advantage of a wide range of DualSense features, including:

  • Adaptive trigger settings

  • Haptic feedback for triggers

  • Integration with Unreal Engine's native force feedback system using Blueprints

  • Vibration controls

  • LED customization

  • Battery level monitoring

  • Gyroscope and accelerometer support

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Hello! This looks interesting… With this plugin will unreal automatically detect inputs from a playstation controller? I mean will it convert it to unreal’s gamepad input like Gamepad Face Button Bottom, etc.? Also does this work with Dualshock controllers as well?
Thanks

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@Digit-Atlantis
The plugin is designed specifically for the DualSense model, but you can access the project’s code on GitHub and adapt it for DualShock. Yes, the plugin converts inputs to Unreal’s native gamepad mappings, eliminating the need for additional configurations. Additionally, haptic feedback and DualSense effects can be triggered either through C++ code or via Blueprint.

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Absolute lifesaver this has saved me so much time and now my girlfriend can actually play my game without using a keyboard I’m so grateful this this wonderful product is free

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@fortinnight777

Thank you so much for testing the plugin! I’m really glad it worked for you, and I strongly believe that trivial features like controller integration shouldn’t be behind a paywall. Your feedback means a lot!

If you need anything else or have other suggestions, feel free to reach out. Enjoy your game sessions!

So far the plugin is a lifesaver, have finally started to add haptic feedback to my project. Thank you! Wanted to ask about support for left and right thumbstick pressed in? everything else is top tier but only those two inputs dont seem to register unless using DSX or DS4. Thanks again!

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@TongoThaRuler

Thank you very much for the feedback, yes, these inputs are not mapped on the native gamepad, I created the keys with different names for some buttons, such as start, select, etc…
You need to go to the action mapping, click to identify the action and press the controller button.

In short, these actions of the R3 and L3 buttons are mapped with the following names, PS_PushLeftStick and PS_PushRightStick

The other buttons that have different names from the standard Unreal gamepad are…

PS_Mic // Microphone
PS_Menu // Start
PS_Share // Select
PS_TouchButtom // Press touch button
PS_Button // Playstation logo button

You can also search for these button names in your input mapping context.

Everything else is mapped on the standard Unreal gamepad.

If you’re interested, you can install this DualSense controller Overlay plugin to see the controller working on the screen.

DualSense Overlay Widget: DualSense Overlay Widget for Unreal Engine 5.2 ~ 5.5 | Fab

I would appreciate it if you could rate the plugin.

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Great plugin.

I did want to ask however, before jumping into the code myself to add this functionality, do you have any plans on supporting the additional buttons added to the Edge? This would specifically be the FN and rear paddles buttons.

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@Loriborn
Hello, thank you for testing the plugin.

I currently do not have a DualSense Edge controller to test and implement these features. If you have a way to test and want to implement these Edge features, I will be happy to approve your pull request on GitHub.

If you have any questions about the code, you can contact me via the email that is in my GitHub profile.

New feature

  • Dynamic Audio Response:
    The DualSense plugin analyzes real-time audio signals and maps them to the controller’s vibration functionalities. This means the in-game sounds are directly translated into tactile feedback, allowing for a more realistic and engaging gameplay experience.

I have already rated both of the Dualsense Plugins 5 stars my friend they are seriously above and beyond. Somehow ive come full circle since installing the dualsense overlay widget, now my D-PAD wont register inputs until i use my mouse or keyboard with the controller connected. This makes the D-PAD useable but the overlay widget freezes and no longer turns blue for new inputs and is instead froze on the last pressed button. i have set all the buttons up in my IMC as you recomended before, i am unsure what could be causing this to happen.

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Hello @TongoThaRuler, thank you for reporting the issue. I still haven’t found a solution for this bug; when you use the mouse, the widget loses focus, causing this problem. One alternative would be to not use the mouse after pressing play in the Unreal Engine editor, as the focus goes directly to user focus after Play.

But if you find a solution for this problem and want to make a contribution, you can send a pull request to the GitHub repository.

Again, thank you very much for the feedback; I’m happy to help.

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I have a small “Problem” and I’m trying to try to make small steps, but i have excessive vibration, I have a One S and Series X Gamepad and vibration with the functions of unreal goes perfect, the steps feel subtle vibrations very small and not annoying, but immediately I try the same in the DualSense, vibrations are much stronger, even using very low values, it does not allow me to go below 0. 015 because it doesn’t even vibrate anymore, I don’t know if the plugin has any function or I have to make some configuration when calling a FF function to adjust this vibration level, I have also tried to use the Audio function with the GitHub guide photo but I just can’t get it to work.

I liked many functions of the plugin, as it is comfortable, I have access to the SDKs of play station but I could not even get the controller to recognize the engine, this plugin has made it easier, but I have this problem with the scale of the vibrations compared to a XInputController.

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@DonDesocupado_1, thanks for reporting the problem.

You’re right, the vibrations really aren’t behaving correctly, I ended up giving more importance to the tactile effects of the triggers, your comment made me look at the code and identify what’s happening. I need to study a more appropriate way to implement these vibrations.

I don’t know if the plugin will work when compiling for a console. To be quite honest, I’m new to the C++ language and Unreal Engine, I started studying this year, and I’m having difficulties with the Unreal documentation, which makes the process slower and more difficult. For example, I couldn’t get access to the SDK for any console, I found the whole process very complicated and I didn’t register. Is it really complicated? If you could give me some tips, can we talk by email?

Regarding Audio vibrations, I made a very generic and very basic example… You can try to test creating an audio blueprint, adding a Wave file and in the blueprint do as shown in the github example, then you can drag this audio blueprint to the scene when you start playing the vibration should work. However, it is very basic and needs to be improved.

Now you can configure the vibration mode and vibration smoothing, as shown in the image below.
By using the SoftRumble vibration mode, audio-based vibration is automatically enabled—no additional setup is required.

If the controller is connected via Bluetooth, you will still need to configure audio-based vibration manually as shown in the example below.

I havent changed any settings since initially setting up the plugin but now all my inputs are seemingly random. i updated the plugin on Epic Launcher for 5.6 and now my right stick in jumps, attacks and swaps weapon at the same time while also trying to move backwards. I am sure it has something to do with the newest update i had just installed for the plugin. i havent changed anything in the project since last replying close to 2 weeks ago. Any advice would be appreciated.

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@TongoThaRuler
Thank you for reporting this issue. The last update indeed caused some conflicts in the HANDLE regarding the devices’ path. A new update to fix this problem should be available soon. v1.2.3

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This is an excellent plug in. Thank you so much!

I’d like to ask if anyone ever experiences frame drops while the Dual Sense is paired with bluetooth? I’m not sure if its a polling issue or a hardware issue specific to me. I’ve tried multiple controllers and projects with the same result. Thanks :smiley:

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Thank you, are you connecting devices via Bluetooth? I experienced significant dropouts when connecting three devices at once.