Reference

Types

Structs and enums exposed by the plugin to Blueprints and C++.

All types are declared in DS5States.h.

Structs

FDS5OutputState

The full output state of one controller. Used by DS Set Full Output State.

FieldTypeNotes
LeftRumblefloatHeavy motor, 0–1
RightRumblefloatSoft motor, 0–1
MicrophoneLedEMicLed
bDisableLedsbool
PlayerLedsFPlayerLeds
LightbarFLinearColorSent as 0–1 → 0–255, no sRGB conversion
SpeakerVolumefloatController speaker, 0–1 (default 1)
HeadphoneVolumefloatHeadphone jack, 0–1 (default 1)
LeftTriggerFDS5TriggerEffectL2
RightTriggerFDS5TriggerEffectR2

FDS5TriggerEffect

One adaptive trigger effect. EffectType decides which fields are used; the Details panel and Make FDS5TriggerEffect only show those. Out-of-range values are clamped when the effect is sent.

FieldRangeUsed by
EffectTypeETriggerEffectTypeall
Position0–9Feedback, Vibration
StartPosition0–8 (Weapon 2–7)Weapon, Slope Feedback, Bow, Galloping, Machine
EndPosition1–9 (Weapon, Bow up to 8)Weapon, Slope Feedback, Bow, Galloping, Machine
Strength1–8Feedback, Weapon, Bow
StartStrength, EndStrength1–8Slope Feedback
Amplitude1–8Vibration
Frequency1–255 HzVibration, Multiple Position Vibration, Galloping, Machine, Effect Ex
ZoneValues10 × 0–8Multiple Position Feedback, Multiple Position Vibration
SnapForce1–8Bow
FirstFoot, SecondFoot0–6, 1–7Galloping
AmplitudeA, AmplitudeB0–7Machine
Period0–255 (tenths of a second)Machine
LegacyStartPosition, LegacyEndPosition, LegacyForce0–255Continuous / Section Resistance (Legacy)
bKeepEffect, BeginForce, MiddleForce, EndForce0–255Effect Ex (Legacy)
RawBytesup to 11 bytesRaw

FPlayerLeds

FieldType
BitmaskEPlayerLed
bPlayerLedFadebool
BrightnessELedBrightness

FDSMotion

Returned by DS Get Motion. Axes are the controller's own: X right, Y up, Z towards the player.

FieldTypeUnit
GyroscopeVectordegrees per second (X pitch, Y yaw, Z roll)
AccelerometerVectorg, gravity included
GravityVectorg, accelerometer smoothed over about 0.1 s
UserAccelerationVectorg, Accelerometer − Gravity
TiltRotatordegrees: Pitch and Roll from Gravity, Yaw always 0

FDSTouchPoint

FieldTypeNotes
bTouchingbool
TouchIdintChanges at every new touch
PositionVector 2D0–1, origin top-left. Keeps the last value after the finger lifts

FDSBatteryInfo

FieldTypeNotes
Levelfloat0–1, in steps of 10%
StateEDSBatteryState

FDSTriggerFeedback

FieldTypeNotes
PositionintLow 4 bits of the status byte
StateintHigh 4 bits
RawintThe whole byte

Not documented by Sony: the values may change between firmware versions.

UDualSenseSpeakerSettings

#include "DualSenseAudioEndpoint.h"

Shown as DualSense Speaker Settings in the Endpoint Settings of a Sound Submix Endpoint whose Endpoint Type is DualSense Speaker. See Controller speaker.

FieldTypeNotes
ControllerIdintController slot, 0–3 (default 0)
GainfloatExtra gain before the controller's volume, 0–4 (default 1)

Enums

EDSTriggerHand

Left, Right, Both.

EDSBatteryState

Discharging, Charging, Full, Error (charging stopped: temperature or voltage out of range).

ETriggerEffectType

ValueDisplay name
OffOff
FeedbackFeedback
WeaponWeapon
VibrationVibration
SlopeFeedbackSlope Feedback
MultiplePositionFeedbackMultiple Position Feedback
MultiplePositionVibrationMultiple Position Vibration
BowBow
GallopingGalloping
MachineMachine
ContinuousResistanceContinuous Resistance (Legacy)
SectionResistanceSection Resistance (Legacy)
EffectExEffect Ex (Legacy, Deprecated)
RawRaw Bytes

EPlayerLedPreset

ValueLEDs lit
Offnone
Player1center
Player2center-left, center-right
Player3left, center, right
Player4left, center-left, center-right, right

EPlayerLed (bit flags)

OFF, LEFT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, RIGHT.

ELedBrightness

High, Medium, Low.

EMicLed

OFF, ON, PULSE (shown as Off, On, Pulse in Blueprints).

© 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.