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Skip Assigning Gamepad to Player 1 in Blueprints.

Hey there!

I saw 4.13 has this "Skip Assigning Gamepad to Player 1" option on Project Settings, but there seems to be no way to access this variable from Blueprints, or is it?

Can this option be toggled on/off in real time during gameplay? (so it can be an option for the players in a game menu and not something the game is set to forever)

Thanks!

Product Version: UE 4.13
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asked Nov 10 '16 at 04:06 PM in Blueprint Scripting

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Sargas Evigmae
74 12 17 20

avatar image Sargas Evigmae Jan 20 '17 at 07:36 PM

Hello? This is still important, we're going to get 4.15 soon, could this be exposed to blueprints please?

avatar image Enfilaid Nov 26 '18 at 02:03 PM

This Link https://issues.unrealengine.com/issue/UE-43841 doesn't work anymore. What is the status for this feature request?

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3 answers: sort voted first

Well, after 2 years and learning C++ in between I created my own Blueprint node for this.

1st you need to add "EngineSettings" to your Build.cs file, otherwise you can't access UGameMapSettings

 PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EngineSettings" });

Then you can create this function anywhere really. I placed in on a function library for convenience.

.h declaration

 // Sets "bOffsetPlayerGamepadIds" on UGameMapSettings
 UFUNCTION(BlueprintCallable, Category = "Gamepad")
 static void OffsetGamepadID(bool Offset); // static because it's on a library

.cpp implementation

 #include "EngineSettings/Classes/GameMapsSettings.h"

 ...

 void UMyLibrary::OffsetGamepadID(bool Offset)
 {
     UGameMapsSettings* Settings = const_cast<UGameMapsSettings*>(GetDefault<UGameMapsSettings>());
     
     if (Settings == nullptr) { return;  }  // just in case
 
     Settings->bOffsetPlayerGamepadIds = Offset;
 }

And that's pretty much it. Here it is for testing. And it works :)

alt text

You could create this inside your game mode or player controller if you want.

0.png (33.3 kB)
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answered Dec 29 '18 at 06:13 AM

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Evigmae
1.7k 8 4 8

avatar image Leonardogladesh Feb 11 '19 at 06:59 AM

Hello Evilgmae, awesome work, but I didn't get it, I need help with those c++ codes, could you upload a project with this implementation? You could put that on marketplace, would be great, a lot of people have this issue. Thanks

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my thoughts exactly! please can we get an answer for this?

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answered Nov 29 '16 at 11:46 PM

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jakenicolaides
34 3 4 10

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Hey guys,

Due to the demand I have entered a feature request for this issue here: https://issues.unrealengine.com/issue/UE-43841

Keep in mind this doesn't mean that the feature will be implemented just that we have heard many requests and have a ticket tracking it. You can vote on the feature to show community interest however, this will not guarantee that it will be implemented. It is just a metric we use to see what interests the community.

Cheers,

Ed

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answered Apr 10 '17 at 09:30 PM

avatar image Lowen SoDium Jan 25 '18 at 05:07 PM

I, too am having this issue. The link you have for the issue doesn't seem to work. Did they delete the feature request?

avatar image Enfilaid Sep 23 '18 at 09:41 PM

I really need this as well. Don't know why it wasn't implemented like this. I mean setting that up in project settings is fine but not making this available in Blueprints doesn't make much sense.

The link for the ticket is not found. Could you please give us an update on this issue.

Thanks a lot, David

avatar image Evigmae Dec 29 '18 at 05:01 AM

I'm currently trying to figure out where it is in C++

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