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)

!

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

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

Hey guys,

Due to the demand I have entered a feature request for this issue here: Unreal Engine Issues and Bug Tracker (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

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

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.

a lot,
David

This Link Unreal Engine Issues and Bug Tracker (UE-43841) doesn’t work anymore. What is the status for this feature request?

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

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 :slight_smile:

263527-0.png

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

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.

Hi,

This feature is now a part of the Unreal Engine, you can use:

When you set it true, gamepads will start their assignement with the 2nd player.
It start back with the 1st player when you disable it.

Thus you can assign the 1st gamepad to the 2nd player.

Cheers!

1 Like