Hi, I don’t know if what I am about to describe here is a bug or not but it is pretty strange.
I am doing a local multiplayer and I assign to each player a cursor color. To do so I get the spawned actor controller display name and compare to a list of names. Although this method doesn’t work, it revealed to me that my controllers always assume a sort of hierarchy, without me telling it to do so.
- Controller A will always be Player 1
- Controller B will always be Player 2
The problem with it is that even when Controller A is not connected, Controller B will be player 2 (or player 3 If I tick “skip assigning gamepad to player 1”). This is a problem when developing a local multiplayer because one of the controllers has to always be connected/in use.
So, In order to test it I created a new third person template and followed this [live training by epic][1] (until about 21 minutes) and just added a print node to player controller.
I would like to know why this happens and how can I solve it. Either by making the first player the controller from which the input came first or just making the controller B the first player when Ai is not connected (or something else.)
P.S.: Some local multiplayers recognize as the first player the controller from which the input came first. I don’t know if I have to do something with C++ in order for it to work on a similar manner.