Force feedback doesn't play on given controller

Forcefeedback on 4.13 does not use the provided player controller. I had this setup previously in 4.12 and it worked correctly. With 4.13 I tried many ways to feed the player controller and none have changed the result. Force feedback just gets some player controller and uses that - even if I am a keyboard player, I can hear it launching force feedback for my unused controllers…
Here’s an image of how I set it up.
I need this specifically to use given controllers because it’s a 4 player coop game.

When I noticed this no longer works correctly, I tried feeding the exact player controller given to the pawn upon creation. Then I tried setting the integer value of that player controller along with “get player controller”. Everything I tried did not change the result.

Has something changed in 4.13 regarding FF which renders the old methods unusable? Or is this a bug?

*note! I have checked “Skip assigning gamepad to player1” in project settings->Maps and Modes->Local Multiplayer

Update! I have unchecked “Skip assigning gamepad to player1” in project settings->Maps and Modes->Local Multiplayer and forcefeedback behaves correctly. Now I am pretty sure this is a bug. This sux a lot because I have scheduled my game release on steam in 1 week… any quick fixes anyone? :<

Any update? I am running into this issue myself. Honestly the engine has a bunch of issues once you use the Skip Assignment bit. I had to create my own UMG navigation method to bypass widget issues because of this. Sadly there isn’t a way around the rumble bit though!

Same problem here with the 4.16.3 version of the engine.
Is there an update about this issues in the newer version of the engine?