FAQ
Frequently asked questions about Adaptive Pad, the Unreal Engine plugin for the DualSense™ wireless controller.
Unreal Engine 5.6, 5.7 and 5.8, on Windows 64-bit. Install the plugin from your Fab library for each engine version you use (see Installation).
No. Adaptive Pad is made by Altercode and is not affiliated with or endorsed by Sony Interactive Entertainment. "DualSense" is only used to say which controller the plugin works with.
Yes, over USB and Bluetooth. The extra Edge buttons on the back are not exposed as separate keys yet.
No. The plugin only talks to the DualSense™ and DualSense Edge™ wireless controllers.
No, Windows only. On consoles use the platform holder's official tools, available to licensed developers.
Yes. Map Unreal's Rotation Rate key in an Input Mapping Context: it is the angular velocity of the controller in radians per second. DS Get Motion gives the same data in degrees per second, plus tilt and acceleration. See Motion sensors.
Yes, over USB: send them to a Sound Submix Endpoint of type DualSense Speaker. Over Bluetooth Windows does not expose the controller's audio, so those sounds stay silent. See Controller speaker.
No. The plugin is packaged with your game and uses the standard Windows drivers. No extra software or driver is needed.
Yes. The state of each controller is kept between calls: set only what changes and call DS Update Output. The rest stays as it was.
No. Call it after you change something. Calling it every frame is harmless (nothing is written if nothing changed) but not needed.
They describe the hardware they drive. The plugin and its module are called
AdaptivePad; the node names (DS ...), keys (DualSense_PS...), classes (UDualSenseSubsystem...) and the LogDualSense log category refer to the controller.Yes. Force Feedback, haptic feedback and Force Feedback Effect assets with Device Properties (trigger resistance, light colour) all work. See Rumble and haptics.
Those tools can take over the controller or emulate an Xbox pad. If your game sees the controller twice, or effects don't arrive, see Troubleshooting.
See Support.