UMG Widget treats Keyboard and Gamepad 1 as the same player, even when "Skip Assigning Gamepad to Player 1" is checked
In UE4.15 I am unable to separate Keyboard from Gamepad 1 within UMG elements.
Example: [Setup] Initialize all available Player Controllers, with the minimum being: Keyboard = Player Controller 0 (PC0), Gamepad1 = Player Controller 1 (PC1).
[Scenario A]: Create and add a widget with at least one focus-able object to viewport. Use "Set User Focus" blueprint element, targeted at the focus-able object and PC0 (Keyboard). Observe that navigation can be performed with PC0 as well as PC1 (Gamepad1), despite Gamepad 1 being its own Player Controller.
[Scenario B]: Create and add a widget with at least one focus-able object to viewport. Use "Set User Focus" blueprint element, targeted at the focus-able object and PC1 (Gamepad1). Observe that navigation cannot be performed with PC1. Note however that if another controller had been plugged-in and initialized, as PC2, it would be able to navigate.
This has been infinitely frustrating for me to work around, as everything else within my project works. I am able to initialize all player controllers and load a join-in screen for local multiplayer. As long as I handle all UMG input from my Player Controller Blueprint it's fine, but as soon as I attempt to use the built-in UMG focus system it lumps Keyboard+Gamepad1 as a single player.
After completing join-in my players are able to enter game without issue. Keyboard being completely separate from Gamepad1.
edit: The more I play around, the more issues I find related to this option. Force feedback goes to the wrong controller when this is enabled as well. Issue here: https://answers.unrealengine.com/questions/483846/force-feedback-doesnt-play-on-given-controller.html
I ended up creating my own UMG focus method to work around this issue, but I have yet to find a work around for rumble.
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