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)
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.
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.
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
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.