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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.

Product Version: UE 4.15
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asked Apr 26 '17 at 10:20 PM in Using UE4

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Abbie Doobie
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avatar image BoBohn May 09 '18 at 06:43 PM

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?

avatar image Zapheroc Jun 16 '18 at 07:24 PM

I know that this is a pretty old question, but I'm curious what you did to resolve the issue. I'm having the same problem in 4.18.3 and it's a serious issue to the project's development.

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