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Local multiplayer: different key bindings for each local player?

Is it possible to define key bindings for each local player? e.g. so that in a local multiplayer game each player can define his own mappings for his gamepad.

Product Version: UE 4.12
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asked Jul 14 '16 at 09:21 AM in Using UE4

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matfer
115 10 16 24

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1 answer: sort voted first

To define key bindings for each local Player, u will need to create your own UGameViewportClient derived class and ur own UPlayerController derived class. (My aproach is in C++, as the wiki says it is the only way to do this). In your class derived from UGameViewportClient, add the code specified in the following link https://wiki.unrealengine.com/Local_Multiplayer_Tips wich tells u depending ur gamecontrollers case, the code to add.

Then, create a class derived from UPlayerController as i told you, there u need to override the SetupInputComponent to differentiate each binding for each player id. Declare ir your UPlayerControllerOwnClass.h:

 virtual void SetupInputComponent() override;

And then in ur .cpp file:

 Super::SetupInputComponent();
 
     int32 id = GetLocalPlayer()->GetControllerId();
     if (id == 0)
     {
         InputComponent->BindAction("Run_P1", IE_Pressed, this, &AMasterController::Run);
 }
 else if( id == 1)
 {
 InputComponent->BindAction("Run_P2", IE_Pressed, this, &AMasterController::Run);
 }
 ...
 ...
 void AMasterController::Run()
 {
 //Cast to ur own pawn, actor or character class
     auto pawn = Cast<APawnClass>(this->GetPawn());
     if (pawn)
     {
         pawn->Run();
     }
 }

This will work if you DO NOT override the SetupInputComponent in your Character or pawn class that is handle by the Player.

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answered Jul 19 '16 at 07:40 PM

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enrique.delta3
71 1 4 14

avatar image matfer Jul 29 '16 at 04:26 PM

So there isn't an out-of-the-box way to do this. Thank you for the suggestions.

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