Guides

Input

Read DualSense buttons, sticks and triggers with Enhanced Input, including the PS, Touchpad and Mic buttons.

The plugin registers the DualSense as an Unreal input device. Its buttons arrive as the standard gamepad keys, so anything written for an Xbox controller works with a DualSense without changes: Input Mapping Contexts, Input Actions, InputKey events, UMG focus navigation.

Key mapping

Standard gamepad keys

DualSenseUnreal key
✕ CrossGamepad Face Button Bottom
○ CircleGamepad Face Button Right
□ SquareGamepad Face Button Left
△ TriangleGamepad Face Button Top
D-padGamepad D-pad Up / Down / Left / Right
L1 / R1Gamepad Left Shoulder / Gamepad Right Shoulder
L2 / R2 (click)Gamepad Left Trigger / Gamepad Right Trigger
L2 / R2 (axis, 0–1)Gamepad Left Trigger Axis / Gamepad Right Trigger Axis
L3 / R3Gamepad Left Thumbstick Button / Gamepad Right Thumbstick Button
Left stick (−1–1)Gamepad Left Thumbstick X-Axis / Y-Axis
Right stick (−1–1)Gamepad Right Thumbstick X-Axis / Y-Axis
CreateGamepad Special Left
OptionsGamepad Special Right

DualSense keys

Buttons that a generic gamepad does not have get their own keys, in the DualSense category of the key picker. They are available from v2.1.

DualSenseUnreal keyName in C++
PS buttonDualSense PS ButtonDualSense_PS
Touchpad clickDualSense Touchpad ClickDualSense_Touchpad
Mute buttonDualSense Mic ButtonDualSense_Mic

Using Enhanced Input

Nothing special is needed: add the keys to an Input Mapping Context as you would for any gamepad, and add the context to the player with Add Mapping Context.

Create an Input Action

For example IA_Pause, with value type Digital (bool).

Map it

In your Input Mapping Context, add a mapping for IA_Pause and pick Gamepad Special Right (Options). Add a second mapping with the P key for keyboard players.

Handle it

In the Player Controller, add the EnhancedInputAction IA_Pause event and do your thing on Started.

The same works for the DualSense keys: a mapping on DualSense Touchpad Click opens a map, DualSense PS Button opens a pause menu, and so on.

Notes

  • Stick dead zones are not applied by the plugin. Use Enhanced Input's Dead Zone modifier on the stick mappings, as you would for other gamepads.
  • Triggers report both a digital key (pressed or not) and an analog axis from 0 to 1. Adaptive trigger effects do not change these values: an effect that blocks the trigger halfway simply keeps the axis below 1.
  • Touch position, gyroscope, accelerometer and battery level are not exposed yet.
  • With more than one controller, read Multiple controllers: in this version all controllers send input as the first player.

© 2026 Developed by Altercode. Blueprint graphs rendered with ueblueprint (MIT).

Unofficial plugin, not affiliated with, endorsed by or sponsored by Sony Interactive Entertainment Inc. "DualSense", "DualSense Edge" and "PlayStation" are registered trademarks or trademarks of Sony Interactive Entertainment Inc. "Unreal" and "Unreal Engine" are trademarks or registered trademarks of Epic Games, Inc.