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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.

alt text alt text

For multiplayer settings I'm running with 2 players, without Single Process and running a listen server. alt text

Two things I've noted in my investigations so far

  1. After loading up, if I don't move the Server with the gamepad. I can focus the Client window and move the Client with the gamepad without moving the Server. But if I move the Server with the gamepad it moves both. Then if I try to move the Client it moves both.

  2. Running this on two machines via OnlineSubsystem Steam results in the Server being able to move with the keyboard and gamepad. But the Client can only move with their keyboard, no input seems to be recieved for their gamepad.


Product Version: UE 4.21
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asked Apr 11 '19 at 03:43 PM in Using UE4

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avatar image RamiroBR16 Apr 18 '19 at 12:53 PM

Hi, I'm facing the same problem. Have you found a solution?

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