Since plugin version 3.9 (min UE5.1) the plugin also works on mobile platforms (only Android tested).
It does not use SDL but the Unreal functions. This severely limits the range of functions. See it as "better than nothing" and no more.

I was able to successfully test an Xbox One gamepad on Android 11. The axes and button events worked. The mapping also worked.

The following did not work.
The rumble did not work. The same Unreal rumble function worked on Windows, so it may be due to my Android device.
The connection event was only fired on my Android device when I moved an axis or pressed a button for the first time.
The disconnect event was not fired on my Android device. These are unreal events over which I have no control.
Unreal also does not pass a device ID or name.

Since the Unreal functions are used, the mobile part must be initialized via blueprints.
Important! One playercontroller per gamepad is required. However, one playercontroller always exists anyway.
But if a second gamepad is connected, the plugin automatically creates another playercontroller.
I recommend doing this in Gamemode blueprint.




Unreal only fires the events if the input mode is set to Game or Game and UI. Screenshot from Levelblueprint of the demo project.