Projects

Adaptive Pad

Introduction

Adaptive Pad brings the full DualSense feature set to your Unreal Engine project: adaptive triggers, gyro and touchpad, rumble, lightbar and player LEDs, and even the controller speaker. It works as a native Unreal input device, so Enhanced Input, Input Mapping Contexts and Force Feedback just work, with no RawInput setup, third-party libraries or drivers.

Use it from Blueprint nodes or from a C++ Game Instance Subsystem. It is available on Fab for Unreal Engine 5.6, 5.7 and 5.8, and a free Windows demo is available.


Features

  • ๐Ÿ”ซ Adaptive triggers: 12 effects (Feedback, Slope, Vibration, Bow, Machine, Galloping and more), each with its own node, with readable 0 to 9 zones and raw bytes for advanced use. Left and right triggers are independent
  • ๐ŸŽฎ Native input: buttons, sticks and triggers are standard Unreal gamepad keys, including the PS, Touchpad and Mic buttons, with full Enhanced Input support
  • ๐Ÿงญ Motion and touchpad: gyroscope and accelerometer calibrated per controller and exposed as Unreal motion keys for gyro aiming, plus two touchpad fingers as keys
  • ๐Ÿ”Š Controller speaker: send any sound to the controller speaker, or to headphones plugged into it, through a Sound Submix Endpoint
  • ๐ŸŽจ Lightbar and LEDs: any lightbar colour, player indicator presets with brightness and fade, and the mute button LED
  • ๐Ÿ“ณ Rumble and Force Feedback: direct control of both motors, plus Unreal's Play Force Feedback and Force Feedback Effect assets, with trigger resistance and colour effects previewed in the editor
  • ๐Ÿ”‹ Status: battery level, charging state, headphone jack and trigger status, with a debug input overlay in development builds
  • ๐Ÿ‘ฅ Multiple controllers: up to 4 DualSense or DualSense Edge over USB or Bluetooth, and a reconnected controller gets its slot and output back
  • ๐Ÿงฉ Developer friendly: a static DS Blueprint node library, a Game Instance Subsystem and typed structs for C++

Requirements

  • Unreal Engine 5.6, 5.7 or 5.8 on Windows, 64-bit
  • A DualSense or DualSense Edge controller, connected over USB or Bluetooth

With more than one controller connected, input is currently reported as the first player's, while output (lights, triggers, rumble) stays separate for each controller.


Documentation

The full guides on adaptive triggers, native input and motion sensors, the controller speaker, lightbar and LEDs, rumble and haptics, multiple controllers, and the C++ API reference are in the official documentation, where you can also download the free demo.

Feedback & Support

Questions or feedback? Reach out on our Discord.


Adaptive Pad is not affiliated with or endorsed by Sony Interactive Entertainment. DualSense is a trademark of Sony Interactive Entertainment. Altercode โ€” Building better tools for game developers.

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