Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Any way to toggle the "Use Splitscreen" option during gameplay?

During actual gameplay we want to use splitscreen, but in a menu I want a single screen, four players added so that I can read their inputs for a "Ready Up" system.

I reckon I want to be able to uncheck/ check the "Use Splitscreen" option usually found in the DefaultEngine.ini, but is there a way to do that during runtime?

We need this to be done via blueprints, or by adding a static function to an already implemented plugin (C++).

Product Version: Not Selected
more ▼

asked Apr 07 '15 at 09:57 AM in Blueprint Scripting

avatar image

197 7 10 18

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

if you need to toggle splitscreen in game, you will need to use c++.


if you want to expose it to blueprint, you can put it in a blueprint function library like this:


     UFUNCTION(BlueprintCallable, Category = "Viewport")
         static void DisableSplitScreen(AActor* Context, bool bDisable);


 void UABlueprintFunctionLibrary::DisableSplitScreen(AActor* Context, bool bDisable)
     if (Context)
more ▼

answered May 28 '15 at 12:52 AM

avatar image

9.6k 320 205 450

avatar image Prazon Mar 15 '16 at 02:51 AM

How do I set the context that it shows up in? For example I can't seem to locate the node from the gameinstance or gamemode

avatar image ScottSpadea Mar 15 '16 at 10:23 AM

right click and uncheck ContextSensitive in the Action menu.

avatar image Prazon Mar 15 '16 at 11:37 PM

I had to reopen unreal to get the node to show up no worries. What would I connect to the target input though? I assume the player controllers would go in context right? alt text

avatar image ScottSpadea Mar 16 '16 at 03:10 AM

you forgot the static Keyword in the function declaration of DisableSplitScreen(). static functions don't have target parameters, and every function in your blueprint function library needs to be a static function.

and, as for the Context parameter, you can plug any existing actor into that node, because it just uses the actor to know which world we want to enable split screen in. so the player controller will work fine as a context.

any time you want to use GetWorld(), from within a static function, you will need to pass a context actor into that function, so it knows what world you are trying to get.

avatar image Prazon Mar 16 '16 at 11:32 PM

Thanks so much!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question