What does the "Windows DualShock" plugin actually do?

Hi, I’m trying to get my DS4 controller to work. Seen a lot of posts about people using RawInput, or SDL plugins etc. Some posts mentioned the “Windows DualShock” plugin by Epic, when I enable that nothing happens, no documentation on it. What’s it supposed to do? Are we missing something?

Thanks!

Bump! I’m trying to get the DS4/PS4 conttroller to work via Raw Input, but I just saw the DualShock plugin and am super curious what it does? As vexe said, there’s no documentation.

Also, I’m having trouble with Raw Input, it seems to ignore the invert and offset values. Anyone know if I’m missing a step? I do get responsive values, but they are not being affected by those two modifiers.

Bump. Anyone has any thoughts on that plugin?

Bump.

Bump.

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Bump.
Someone said it makes PS4 controller read as an Xbox controller but as far as I can tell it doesn’t work now. It’d be great if PS4 controllers were supported.

That’s a great question. I see it is a built-in unreal plugin so I would expect it to work and find some sort of documentation. But it does not work and ist does not seem to be documented. If anyone knows how to fix this, I would appreaciate the help.

I haven’t done this myself but it looks like this isn’t built in the officially release version of UE (search for DUALSHOCK4_SUPPORT in the sources; it’s #define DUALSHOCK4_SUPPORT 0).
You’d have to build the engine from source and i think you need to become an actual PlayStation Partner in order to get the necessary headers (pad.h and others) and binaries (LibScePad) - see how WinDualShock.Build.cs is determining their existence.

Also see this thread.