Why do controls only work for one player in local multiplayer?
I've been banging my head against this for a while now. I've read every related Q/A or forum post I could possibly find on the topic, and none of it has provided an answer. Hopefully you guys can help.
I'm building a local multiplayer game and so I have a loop that spawns 4 different characters into their respective corners of the map. The players spawn in just fine, but while my first character receives input from the first gamepad just fine, the second character refuses to receive input from the second gamepad (and I assume the same would be true for 3,4 supposing I had more gamepads plugged in).
I also tried running an "Is Local Controller" test on the playerControllers just out of curiosity. The first controller returns false, while the latter 3 return true?? I don't know if this is related to the problem, but it makes my head hurt.
Here is the blueprint I'm using to spawn the characters. The right half of the BP is the real meat and where the issue seems to lie (I think).
Thanks in advance to any and all help.
asked Oct 30 '14 at 10:35 AM in Blueprint Scripting
This problem has been addressed internally and should be fixed in a future update for the engine. Thanks for bringing it to our attention and best of luck in your projects.
answered Nov 25 '14 at 06:27 PM
In your Spawn Actor node you are setting Player Num to 0 each time a player is added which will override the previous player. What you'll want to do is create a variable that starts at 0 and connect it to the Player Num of your Spawn Actor node. After the SpawnActor node, include a set node for that variable that increments the value by one. When the loop runs again it will assign the next player a different player number.
answered Nov 03 '14 at 07:24 PM
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