Getting started

Introduction

What Adaptive Pad does, which engines and controllers it supports, and how it fits into your project.

Adaptive Pad is an Unreal Engine plugin by Altercode for the DualSense™ wireless controller on Windows. It gives your game adaptive triggers, lightbar, player and mute LEDs, rumble, the speaker, every button, the touchpad and the motion sensors, from Blueprints or C++.

Adaptive Pad is an independent product. It is not affiliated with or endorsed by Sony Interactive Entertainment.

From install to your first effect

Three steps take you from the Fab download to a trigger that pushes back in your own project. Each one links to the page with every detail.

Set up the plugin

Install Adaptive Pad to your engine from the Fab library in the Epic Games Launcher. Then open your project, go to Edit → Plugins and check that Adaptive Pad is enabled. It's in the Input category.

Full walkthrough, including the C++ module dependency and RawInput: Installation.

Connect the controller and press Play

Plug the DualSense™ wireless controller in with a USB cable, or pair it over Bluetooth in the Windows settings. You don't need a driver or any other software. Press Play: the Output Log shows LogDualSense: DualSense #0 connected (USB), and the controller works like any gamepad. If your project already has gamepad mappings (the Unreal templates do), it moves your character straight away.

To map its buttons, use Enhanced Input as you would for any gamepad: Input.

Apply an effect from a Blueprint

In any Blueprint (Character, Player Controller, Level Blueprint or an Actor Component), right-click in the Event Graph and type DS to see every node of the plugin. Set what you want, then call DS Update Output to send it to the controller:

Press Play and squeeze R2: it resists from halfway, then gives way with a click. Step by step, with the same graph to copy: Quick start. To tie effects to your gameplay (equipping, damage, menus, end of level): Use it in your project.

What you get

Adaptive triggers

12 effects plus raw bytes, with parameters in readable units: trigger zones from 0 to 9 and strengths from 1 to 8.

Native input

The controller is an Unreal input device. Use it with Enhanced Input like any gamepad, plus the PS, Touchpad and Mic buttons.

Lightbar and LEDs

Lightbar colour, player indicator presets, brightness, fade and the mute button LED.

Motion and touchpad

Gyroscope and accelerometer (gyro aiming through Unreal's Rotation Rate key), two-finger touchpad, battery and headphone state.

Rumble and Force Feedback

Direct rumble, Unreal's Play Force Feedback and Force Feedback Effect assets with trigger resistance.

Controller speaker

Play sounds on the controller's speaker, or on headphones plugged into it, through a Sound Submix (USB).

Requirements

Unreal Engine5.6, 5.7 and 5.8
PlatformWindows 64-bit only. The plugin talks to the controller through the Windows HID API.
ControllersDualSense™ and DualSense Edge™ wireless controllers, over USB or Bluetooth. Up to 4 at the same time.
ProjectBlueprint-only or C++. No engine changes and nothing to install for your players.

How it works

The plugin has three parts, and you only touch the last one:

  1. An input device. It reads the controller over HID and feeds buttons, sticks and triggers to Unreal, the same way an Xbox controller does. Enhanced Input, Input Mapping Contexts and InputKey events all work.
  2. A Game Instance Subsystem (UDualSenseSubsystem). It keeps the output state of each controller: lightbar, LEDs, rumble and the two trigger effects.
  3. A Blueprint node library. Every node starts with DS. The DS Set ... nodes change the stored state, and DS Update Output sends it to the controller.
DS Set Lightbar Color ─┐
DS Set Trigger Effect ─┼─▶ DS Update Output ─▶ controller
DS Set Rumble ─────────┘

The state is kept between calls, so you only send what changed: setting the lightbar does not reset the triggers, and the plugin skips the write when nothing is different.

Next steps

Installation

Install the plugin from your Fab library.

Try it in your browser

Connect your controller to the docs and feel the trigger effects, before installing anything.

Download the demo

A playable Windows build: trigger gallery, gyroscope, touchpad and the controller's speaker.

Quick start

Your first adaptive trigger in five nodes.

© 2026 Adaptive Pad by Altercode. Blueprint graphs rendered with ueblueprint (MIT). 3D controller based on a model by AHarmlessPotato, CC BY 4.0: rigged, split into moving parts, Sony marks removed.

Not affiliated with or endorsed by Sony Interactive Entertainment. "DualSense" is a registered trademark or trademark of Sony Interactive Entertainment Inc., used here only to describe compatibility. "Unreal" and "Unreal Engine" are trademarks or registered trademarks of Epic Games, Inc.