What does the "Windows DualShock" plugin actually do?

If anyone still looking for a way to use DS4 windows and PS4 controller to work in UE5.

-Note that everything I talk about here is just from what I’ve experimented with and may not be factual-

The problem is more about windows than UE. When you just plug in a DualShock4 controller windows won’t recognise the device, this can be verified by looking at Devices section in your settings and not seeing ‘wireless controller’ under input, even though you’ll see it on the audio devices. If you can get windows to recognise the device then you’re all set. This is why we have DS4 Windows, since Windows doesn’t natively support DualShock4.

So you have the controller connected with DS4 Windows, but still no input. I found that selecting the default profile on the controller and ensuring that the ‘emulated controller’ is Xbox360 fixes this. You can of course use any profile you want and change all the button mappings and settings but as long as it emulates Xbox360 then its okay. You can also verify this in UE5 when you connect the controller it should come up with a ‘device connected’ popup.

Now a little more about the plugin itself. I’ve only noticed that it adds 2 entries to the Project Settings > Input > Windows > Hardware > Hardware Devices array to support DualShock4. But it wouldn’t do anything unless UE5 actually received input from the controller, which normally it won’t because windows doesn’t recognise the device. So if you get windows to actually accept input from the DualShock4 controller then it should map the inputs correctly, but I have been unsuccessful in trying to test this.

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