Can't get input to work for local multiplayer game
I'm trying to understand how the pawn/controller structure works in the engine and I'm running into a lot of issues.
So im making a local multiplayer game, two players on the same screen viewed from the same camera. I've been trying lots of things to get this to work but still haven't been able to get things working.
I tried initially creating a single character that initializes the other character but just got nowhere trying to do that. I tried using the level blueprint and the game mode blueprint nothing seemed to be working there.
Now I'm using an object within the world to act as the game manager, it spawns two player controllers, then spawns two player blueprints. Initializes all their components such as color, position, and what I was hoping would be input but now no input ever gets registered at all and I'm totally confused.
So I tried having the game manager possess each player with their appropriate controllers which I spawned, then run the function, enable input, on each one with the corresponding parameters. No go, nothing, no input, no feedback whatsoever. The players spawn fine and all their Update loop logic is running fine but I can't control anything. So I thought maybe I had to run these functions from within the blueprint itself, and still nothing! I wish there was at least some kind of way where I could view which controller is controlling what or if a pawn is currently possessed and by which controller.
I've looked through the docs and answerboard and haven't really found anything that resolves the issue, sure seems like something that shouldn't be this difficult. I looked through the class defaults for the player and there isn't anything like Block Input enabled. The only time I've ever been able to get input working is when I set the blueprint to Auto Possess Player, otherwise it never seems to ever work no matter where or when I call the possess function. And even when I do that it never works for two players only one.
asked Jul 25 '15 at 09:39 PM in Blueprint Scripting
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