[{"data":1,"prerenderedAt":208},["ShallowReactive",2],{"project-\u002Fprojects\u002Fadaptive-pad":3},{"id":4,"title":5,"body":6,"cover":16,"date":188,"description":189,"extension":190,"hidden":191,"links":192,"meta":198,"navigation":199,"order":181,"path":200,"robots":201,"seo":202,"sitemap":203,"stem":206,"__hash__":207},"projects\u002Fprojects\u002Fadaptive-pad.md","Adaptive Pad",{"type":7,"value":8,"toc":179},"minimark",[9,17,22,28,47,50,54,126,128,132,140,143,145,149,158,162,171,173],[10,11,12],"p",{},[13,14],"img",{"alt":15,"src":16},"Adaptive Pad for Unreal Engine","\u002Farticles\u002Fadaptive-pad\u002Fcover.jpg",[18,19,21],"h2",{"id":20},"introduction","Introduction",[10,23,24,27],{},[25,26,5],"strong",{}," 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.",[10,29,30,31,34,35,38,39,46],{},"Use it from ",[25,32,33],{},"Blueprint"," nodes or from a ",[25,36,37],{},"C++"," Game Instance Subsystem. It is available on ",[40,41,45],"a",{"href":42,"rel":43},"https:\u002F\u002Fwww.fab.com\u002Flistings\u002F47f5db9f-e7ff-4e15-a44c-fdba54044407",[44],"nofollow","Fab"," for Unreal Engine 5.6, 5.7 and 5.8, and a free Windows demo is available.",[48,49],"hr",{},[18,51,53],{"id":52},"features","Features",[55,56,57,65,72,79,86,93,100,107,114],"ul",{},[58,59,60,61,64],"li",{},"🔫 ",[25,62,63],{},"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",[58,66,67,68,71],{},"🎮 ",[25,69,70],{},"Native input",": buttons, sticks and triggers are standard Unreal gamepad keys, including the PS, Touchpad and Mic buttons, with full Enhanced Input support",[58,73,74,75,78],{},"🧭 ",[25,76,77],{},"Motion and touchpad",": gyroscope and accelerometer calibrated per controller and exposed as Unreal motion keys for gyro aiming, plus two touchpad fingers as keys",[58,80,81,82,85],{},"🔊 ",[25,83,84],{},"Controller speaker",": send any sound to the controller speaker, or to headphones plugged into it, through a Sound Submix Endpoint",[58,87,88,89,92],{},"🎨 ",[25,90,91],{},"Lightbar and LEDs",": any lightbar colour, player indicator presets with brightness and fade, and the mute button LED",[58,94,95,96,99],{},"📳 ",[25,97,98],{},"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",[58,101,102,103,106],{},"🔋 ",[25,104,105],{},"Status",": battery level, charging state, headphone jack and trigger status, with a debug input overlay in development builds",[58,108,109,110,113],{},"👥 ",[25,111,112],{},"Multiple controllers",": up to 4 DualSense or DualSense Edge over USB or Bluetooth, and a reconnected controller gets its slot and output back",[58,115,116,117,120,121,125],{},"🧩 ",[25,118,119],{},"Developer friendly",": a static ",[122,123,124],"code",{},"DS"," Blueprint node library, a Game Instance Subsystem and typed structs for C++",[48,127],{},[18,129,131],{"id":130},"requirements","Requirements",[55,133,134,137],{},[58,135,136],{},"Unreal Engine 5.6, 5.7 or 5.8 on Windows, 64-bit",[58,138,139],{},"A DualSense or DualSense Edge controller, connected over USB or Bluetooth",[10,141,142],{},"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.",[48,144],{},[18,146,148],{"id":147},"documentation","Documentation",[10,150,151,152,157],{},"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 ",[40,153,156],{"href":154,"rel":155},"https:\u002F\u002Fadaptivepad.altercode.dev",[44],"official documentation",", where you can also download the free demo.",[18,159,161],{"id":160},"feedback-support","Feedback & Support",[10,163,164,165,170],{},"Questions or feedback? Reach out on our ",[40,166,169],{"href":167,"rel":168},"https:\u002F\u002Fdiscord.gg\u002FGgaf67qvxc",[44],"Discord",".",[48,172],{},[10,174,175],{},[176,177,178],"em",{},"Adaptive Pad is not affiliated with or endorsed by Sony Interactive Entertainment. DualSense is a trademark of Sony Interactive Entertainment. Altercode — Building better tools for game developers.",{"title":180,"searchDepth":181,"depth":181,"links":182},"",2,[183,184,185,186,187],{"id":20,"depth":181,"text":21},{"id":52,"depth":181,"text":53},{"id":130,"depth":181,"text":131},{"id":147,"depth":181,"text":148},{"id":160,"depth":181,"text":161},"2026-11-14","Unreal Engine 5 plugin for the DualSense and DualSense Edge controllers - adaptive triggers, gyro, haptics, lightbar, speaker and native input, from Blueprint or C++.","md",false,[193,196],{"label":194,"to":42,"icon":195},"Get it on Fab","i-lucide-shopping-cart",{"label":148,"to":154,"icon":197},"i-lucide-book-open",{},true,"\u002Fprojects\u002Fadaptive-pad",null,{"title":5,"description":189},{"loc":200,"images":204,"lastmod":188},[205],{"loc":16},"projects\u002Fadaptive-pad","C2J5gao9TuzpO1S4jcLI3zh-_cqvC9Z8-0rcAo3jYbY",1794682057031]