x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Example of a Blueprint for a Splitscreen HUD. 4.16

Hello,

I Have been followed this Video Tutorial. The video is a older version. 4.13 I believe and I'm using 4.16.3

Blueprint Implementing Local Multiplayer | Live Training | Unreal Engine

So I've been trying in vain to get this to work. I can only ever get the HUD to show up on the first player. Even when I'm using

Add to player screen

Any other Split Screen Help/Videos/Tutorials/Blueprint would be fantastic.

Thanks for the time.

alt textalt text

alt text

Product Version: UE 4.16
Tags:
hud1.jpg (265.0 kB)
hud2.jpg (306.3 kB)
hud3.jpg (771.2 kB)
more ▼

asked Aug 10 '17 at 01:21 AM in Blueprint Scripting

avatar image

WoolfVision
3 1 2 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

try creating your widgets in the player controller, or the HUD.

the character might not be possessed yet on begin play, so it may not have an owning player. some characters might be controlled by AI, and all characters exist on all clients, so many instances of a character wont have a viewport to add widgets to. HUD exists only on clients, and player controller is on both server and owning client, so those places might be better for spawning widgets.

more ▼

answered Aug 10 '17 at 08:29 AM

avatar image

ScottSpadea
9.6k 320 205 450

avatar image WoolfVision Aug 10 '17 at 09:36 AM

Thank you Sir ScottSpadea .

Thank you, Thank you! I don't know if it works yet but I will be giving it a try.

Edit: I seem to remember that the Video Tutorial had me use that as well and I was following a written one that didn't use it. Again thank you for the help and direction. But I'll remake it after work today. Thanks.

avatar image WoolfVision Aug 10 '17 at 09:42 PM

Well here I am again.

I went and created a player controller to no success. Same results. Any other Ideas? Thanks.

alt textalt textalt text

hud1.jpg (337.9 kB)
hud2.jpg (253.1 kB)
hud3.jpg (347.3 kB)
avatar image ScottSpadea Aug 11 '17 at 05:40 AM

ideally, in the player controller, instead of "Event Begin Play", you would use "Event Received Player", before spawning widgets, because that is when a player controller gets a viewport. but this function is not exposed to blueprints for some reason, so you can use event begin play, with a small delay, like .1 seconds, before adding any widgets to the player screen.

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/APlayerController/ReceivedPlayer/index.html

or maybe try OnPostLogin from the GameMode, to tell the player controller to create the widget.

avatar image WoolfVision Aug 11 '17 at 10:31 AM

You did it Sir ScottSpadea!!!

Thank you so much! It needed that delay to trigger to get it to work. I tried the OnPostLogin from the GameMode first and it didn't change anything. But that Delay worked like a charm.

Finally! I'm so happy to move onto other problems that arise.

Thank you again.!alt text

hudworks.jpg (343.8 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question