Using Gamepads in Networked Environment
Dealing with an issue that seems so ridiculous that I'm sure I'm just missing something simple somewhere.
Essentially just trying to do networked multiplayer using gamepads for input.
The issue I'm running into is that, if I use the keyboard to control the server or client, they move individually as expected. If I use the gamepad, both Characters are moved simultaneously.
I'm reproducing this in a completely new/blank project on a blank map. All I've done is set up key-binds and created a Character blueprint with movement nodes.
Both the keyboard and the gamepad are using the same bindings and blueprint logic.
For multiplayer settings I'm running with 2 players, without Single Process and running a listen server.
Two things I've noted in my investigations so far
asked Apr 11 '19 at 03:43 PM in Using UE4
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