With just one controller connected via Bluetooth I was unable to register a drop in FPS, however I tested it in a limited scenario, without many graphics, running at 110, 120 FPS
Really had to leave a comment of appreciation for your plugin. After trying to setup RawInput and GameInput, neither worked really well with my project setup, since I needed local splitscreen, but after trying yours, it worked out of the box, even with more controllers. I could also configure it to work with PS4 (USB-only, I’m not sure if its possible for bluetooth from what I researched) by following your plugin logic and how inputs were detected. You’re a life saver!
Thank you for the comment, did you need to make any code changes to make it work with DualShock? If so, and you have some time, could you contribute on GitHub by adding support for DualShock? I was thinking of making an interface to separate the classes, as the buffer for DS4 must be completely different from DualSense?
Hiya. This has been great to try out - thanks for your time working on this plugin!
I did notice when reading the name output Hardware Device Identifier from Get Most Recently Used Hardware Device function (Input Device Subsystem), the result is now permanently reading as DualShock rather than switching to KBM and XInputController if a different device is used. Does there happen to a way around this?
@Level2Dev Thanks for the feedback.
I’m not sure if this would be the best approach, but here’s an example. It seems like the controller always takes precedence. I don’t know if it’s possible to change this, but the keyboard works normally with the controller connected.
I think if you need the last device information, you should save that information in the user settings.
do you have plans for a more advanced documentation at all? struggling to set up vibrations on attack impacts / footsteps / climbing / sprint impulses. Haptic feedback for the trigger seems to work but i dont understand how to tweak it with weapon specific trigger settings. Plugin is still 5 stars working without any issues i just want to deeper understand how and what i can do with it.
Hi @TongoThaRuler, yes, I plan to add some pre-configured default effects. I think it would be interesting to use the vibration function with audio to simulate walking steps. As soon as possible and I have time, I’ll create more complete examples.
Taking advantage of your question, I invite developers to contribute on GitHub to help improve the plugin.
Hello community, I have good news. Some fixes have been made and will be available in version v1.2.5.
You can now change the trigger intensity to soft, medium, and hard. There are also some LED fixes and important configuration adjustments.
@TongoThaRuler , regarding your question, I’ll leave some examples of how you can configure the triggers to simulate automatic and semi-automatic weapon fire.
Note that you can change the trigger intensity in the settings using the Trigger Softness attribute.
Automatic Gun - Vibration
Semi Automatic Gun - Weapon
@Chibali-sama @TongoThaRuler @Level2Dev @DonDesocupado_1 @Digit-Atlantis @Clintmcc
@fortinnight777 @Loriborn
Hi, i add the plugins in my project, but i need help because all it work but in my game i need to have the Gamepad left thumbstrick Up but the value of Y axis joystick when i put my joystick in up the max it’s 0.989583 so the input never detect the mapping how i can fix that please ?
Hi,
Hello, I believe these values are normal for analog 0.9. Try mapping this way to see if you can detect the values.
Hi, FPS drop is stable now, please update your version to v1.2.7
Exciting news!
Our plugin now features full integration with DualShock 4 controllers via both USB and Bluetooth. Take advantage of advanced features and seamless compatibility to enhance your project’s controller support even further!
Note: The update will be released soon as version 1.2.8!
@Level2Dev @SkyZerFoxs @Chibali-sama @Digit-Atlantis @DonDesocupado_1 @TongoThaRuler @Loriborn @fortinnight777
What’s New in Version 1.2.10
This version brings massive improvements to usability, performance, and compatibility, focused on solving common community issues and streamlining integration.
Dynamic Connection & Reconnection (Hot-Swap)
No more restarting the game or editor! The plugin now detects and manages the DualSense connection automatically and in real-time.
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Connect/Disconnect During Gameplay: The system transparently handles connection loss and restoration without freezing the game or requiring complex logic from the developer.
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Automatic Initialization: If the controller is connected after the game starts, the plugin will initialize it and apply any desired effects without intervention.
Optimized Multiplayer Performance
The communication architecture with the controller has been rewritten to ensure minimal performance impact in networked environments.
Is there anything different about initialising the controller? after updating the plugin my controller no longer works in the project, but it still says device is connected with print string.
todays update (sept 7th) seemed to have broke the system. I tried my ps4 and ps5, both couldnt use at all when i was able to use both prior to update
Hi, there was actually a small change. To explain better, I’ll leave the link to the task on GitHub.
v1.2.10 PS5 controller is unresponsive · Issue #44 · rafaelvaloto/WindowsDualsenseUnreal
Here’s an example of how the plugin looks integrated into the Parrot Game Sample - Epic Games. You can download the sample project on GitHub. The MenuPlayerController beginplay section shows a solution to the issue you’re experiencing with the new update v1.2.12.
I apologize for the inconvenience, but this change was necessary to extend the plugin’s compatibility with different types of projects.
I believe I have solved the problem, v1.2.13, this version eliminates any need for initial remapping.
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I can confirm that both controllers (dualshock / dualsense) work but only on the first time i go in game in-editor. After this the gamepad is unresponsive. I have followed the gamepad coop plugin setup from the Git but it still only works on first play of the editor build. I have downloaded the parrot sample to see how my current set up differs from your dualsense implementation. Thanks for the help!