v1.3 (legacy)
Getting started
Documentation for v1 of the DualSense Plugin for Unreal Engine (1.0 to 1.3.0, Unreal Engine 5.1 to 5.7).
You are reading the docs for v1 (legacy). For Unreal Engine 5.7 and 5.8 use v2, and see the migration guide to upgrade.
Version 1 of the DualSense Plugin for Unreal Engine lets you control the DualSense output from Blueprints and C++: adaptive triggers, lightbar, player LEDs and rumble. Buttons and sticks are read through Unreal's RawInput plugin.
Versions
| Plugin | Unreal Engine |
|---|---|
| 1.3.0 | 5.1, 5.7 |
| 1.2.0 | 5.2, 5.5, 5.6 |
| 1.0 | 5.3, 5.4, 5.5 |
All packages are included in the Gumroad purchase. v1 runs on Windows 64-bit only and supports one DualSense or DualSense Edge, over USB or Bluetooth.
Installation
- Close the editor.
- Copy the
DualSenseUnrealEnginePluginfolder from the package matching your engine into thePluginsfolder of your project. - Open the project and check that the plugin is enabled in Edit → Plugins.
- Set up RawInput to receive the controller's buttons and sticks.
How it works
- Add the DualSenseControllerManager component to an actor (your Character or Player Controller).
- Call Initialize Dual Sense Controller once, for example on BeginPlay. It opens the first DualSense it finds.
- Build an
FDS5OutputStatewith the lightbar, LEDs, rumble and trigger effects, and send it with Update Dual Sense Controller. v1 sends the whole state on each call, so call it whenever something changes (or on Tick) with every field filled in. - Call Free Dual Sense Controller when you are done.
Blueprint example
Adaptive triggers while a weapon is equipped, sent on Tick:
Boilerplate project
A ready-to-use Unreal Engine 5.5 project with the v1 plugin and the examples above:
Download the boilerplate project