Troubleshooting
The controller is not detected
- Look in the Output Log for
LogDualSense: DualSense #0 connected. If it is not there, the plugin did not find the controller. - Check that Adaptive Pad is enabled in Edit → Plugins and that you are on Windows.
- Over Bluetooth, pair the controller in the Windows settings first. If it is paired but not seen, unpair it and pair it again, or try a USB cable.
- Close tools that take exclusive control of the controller (see below), then reconnect it: the plugin looks for new controllers every 2 seconds.
See what the controller sends
Type DualSense.ShowInput 1 in the console (in PIE or in a Development build) to open a panel for every connected controller, updated
every frame: lightbar colour, connection, battery, gyroscope, accelerometer, tilt, L2 and R2 with their adaptive trigger status, touchpad
fingers and headphones. DualSense.ShowInput 0 closes it.
Two more boxes can be shown under the panel:
| Command | Shows |
|---|---|
DualSense.ShowInput.Touchpad 1 | The touchpad with its real proportions: finger positions and ids, and the click |
DualSense.ShowInput.Gyro 1 | A horizon that follows the controller's tilt, and the gyroscope rates around each axis |
The commands are not available in Shipping builds.
Every button fires twice
The RawInput plugin is still reading the controller. Remove the controller's DeviceConfigurations from [/Script/RawInput.RawInputSettings] in Config/DefaultInput.ini and disable the Raw Input plugin. See Installation.
The same happens with Steam Input: when Steam runs your game with Steam Input enabled for this controller, it adds a virtual Xbox pad. Disable Steam Input for the game, or ignore the XInput device.
Nothing happens on the controller
- Did you call DS Update Output? The
DS Set ...nodes alone only change the stored state. - Is the
Controller Idright? The first controller is0. - DS Is Controller Connected returns
false? See the first section. - A Force Feedback Effect with Device Properties is active? It wins over the
DSnodes until it ends. See Force Feedback Effects.
A trigger effect feels wrong or too weak
- Check the ranges: Weapon needs
Start2–7 andEndafterStart; strengths are 1–8. Values out of range are clamped, which can change the feel. - A
StrengthorAmplitudeof0turns the effect off. - Some effects only work in part of the travel: a Feedback at
Position 8starts almost at the end.
DS4Windows, DSX and similar tools
These tools can hide the controller behind a virtual Xbox controller, or keep sending their own trigger effects. Close them (or exclude your game) while you test. The plugin itself doesn't need any of them, and neither do your players.
Packaging fails or the game does not find the plugin
- The plugin only builds for Win64. Packaging for another platform with the plugin enabled will skip it.
- Check that the plugin is installed for the engine version the project uses: in the launcher's Fab library, Install to Engine once per engine version.
No sound from the controller speaker
- Use a USB cable: over Bluetooth Windows does not expose the controller's audio.
- Check the submix: a Sound Submix Endpoint with Endpoint Type
DualSense Speaker, set as Base Submix (or a Submix Send) of the sound. - In DualSense Speaker Settings,
Controller Idmust be the slot of the controller you are holding (0for the first one). - Headphones in the controller's jack take over from the speaker: DS Are Headphones Connected tells you which one is in use.
- DS Set Audio Volume at
0? Set it back and call DS Update Output.
See Controller speaker.
Still stuck?
See Support. Include the plugin version, engine version, connection type and the LogDualSense lines from the Output Log.