Guides

Multiple controllers

Controller slots, reconnection and what to expect with more than one controller.

The plugin handles up to 4 controllers at the same time, over USB, Bluetooth or a mix of both.

Slots

Each controller gets a slot from 0 to 3, in the order they are found. Every DS node has a Controller Id input: that is the slot.

NodeReturns
DS Get Connected Controller CountHow many controllers are connected right now.
DS Is Controller ConnectedWhether a slot has a connected controller.

Disconnects and reconnects

  • The plugin looks for new controllers every 2 seconds, and straight away when Windows reports a device change.
  • When a controller disconnects, its held buttons are released and its sticks centred, so nothing stays stuck.
  • A controller that comes back gets its old slot and the plugin sends the output state the game had set: lightbar, LEDs and trigger effects come back without any code on your side.
  • You can call the DS nodes for a slot while its controller is disconnected: the state is kept and applied when it connects.

Local multiplayer: current limitation

In this version every controller's input is sent as the first player's (the default input device). Output is separate per slot, so you can give each controller its own lightbar and triggers, but buttons from controller 2 move player 1.Separate input per player is planned for a future version. Until then, use multiple controllers for output-only scenarios (spectator pads, a second controller for testing), not for split-screen.

© 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.