I was stuck for like a week trying to do this in c++, but now when I see how to do it in blueprints it shouldn’t be that hard to do, thank you!❤
@iamprofmoto7 ай бұрын
That’s awesome, glad it helped! I’d be curious to see how you built the functionality out in C++ if you have time to share it with us.
@iamprofmoto Жыл бұрын
Apparently, this has been broken again in 5.3.2 and the Skip Assigning Gamepad to Player 1 is not working once again.
@realmcafee11 ай бұрын
im here because of this and i cant find a workaround elsewhere too - have you ?
@xa44711 ай бұрын
is it just the skip assigning gamepad being broken? I'm on 5.2.1 and even with 2 controllers it doesnt work
@realmcafee11 ай бұрын
@@xa447 hey you, are you there? i have gotten an approach but i only share it if we have at least a loose contact^^
@xa44711 ай бұрын
@fabulamcafee turns out the fix I needed was adding a delay to the event begin play on the player class
@realmcafee11 ай бұрын
@@xa447 ah yeah, sadly its not the one i need.. (1) c++ to assign 1st gamepad to 2nd player or (2) "in short you can basically put in the scene all of your player start positions, and assign a tag to each one (1,2,3 etc.) then instead of having your primary pawn as your default pawn in project settings, you basically assign an actor that detects inputs, and waits for your controller to press a button, which will then prompt you to choose which player you want to select (using the tags you assigned to each player start). Then based on which option you select, it will spawn in that character, and then you use the possess node to give the player control of that character with the controller they are using." and thought we could do together nevermind, wish you good
@davidmcmahon91503 ай бұрын
Thanks so much for this tutorial. I have been doing this wrong for some time now, and this tutorial has gotten me excited about my project again. Will there be any more parts to this? I am struggling with making the 2nd player BP have different walk speeds, meshes/abilities, & a second player Ui. If anyone can direct me to a solid tutorial I would be super grateful! Thanks again for this one!
@iamprofmotoАй бұрын
@davidmcmahon9150 Just because you were approaching it differently doesn't mean it was wrong! I actually have a second tutorial in this series, but it doesn't look like I set up the tag/playlist correctly. I'll fix that, but here is the link: kzbin.info/www/bejne/sJiymn6rp6mHp6s I might not add anything after #2 in this series for a while, but hopefully this will show you how to change the mesh and you might be able to extrapolate some of the other things you are looking for?
@yanhu7 ай бұрын
Thanks for the tutorial. May I ask is UE5 only creates 4 local players? No matter there is 1 Playerstart or 8 Playerstart, I create local player only max to 4 . Is there any way to create 8-16 player?
@iamprofmoto7 ай бұрын
That is a really interesting question, and I honestly haven't had a use case that had me test more than 4 local users at once. I also don't have that many controllers, but I'm curious to know the answer myself, so I will investigate and post up my findings.
@keelan86749 ай бұрын
Having to restart the project on 5.0.3 to get the skip to work which seems to be the only way I can get control of both characters. Using two controllers doesn't seem to work.
@iamprofmoto9 ай бұрын
@keelan8674 this is the only method I have to suggest at this point. I do not have a workaround that I’m using, all my projects and my students’ projects are currently using 5.0.3. I am sure this is connected to new input system.
@elsuperaguas2 ай бұрын
Hi, great tutorial! Would this method work as a mod for a current 3rd person UE5 game?
@iamprofmotoАй бұрын
@elsuperaguas there is a chance it might work, but it would dependent upon how you have written the code for interactions within your game. In most cases, utilizing this method would be less likely to work the more complex your game is. For instance, if a key is picked up in your game, then only one of the players could pick it up. A different instance would be if your single player character is transported to a new level when they arrive at a checkpoint. Using this method, both characters would be transported to the new location, and/or one of them might be deleted. This method is intended mostly for iteration, testing and prototyping and will have varying effect on larger game structures and interactive components.
@MemeIsAllreadyInUse9 ай бұрын
ppl with ps4 special game pad button is options the left is share
@dhimasho516819 күн бұрын
i love you
@OoJxCorrey2 ай бұрын
i was wondering would this method work if i want to use one player with a VR pawn and another with a Desktop player like TPP or FPP ?
@iamprofmotoАй бұрын
@OoJxCorrey that's an interesting question! You would need to combine the two different character controllers into the same project first. Secondly, most VR pawns only include hands/arms, so you would also need to add those in so the desktop player would be able to see the complete character for the VR player. You would then also need to set the VR player body/head to not be seen by the VR camera. But if you complete those steps, I don't see why this shouldn't work. If I manage to clear some time I'll test it myself, but let me know if you try it before I get to it!
@magegames62028 ай бұрын
do you have a tutorial for local co op wher eplayer one can use mkb or a gamepad and p2 can use the game pad or gamepad 2 if p1 uses a GP?
@iamprofmoto8 ай бұрын
I'm afraid I don't have a tutorial to offer help on this right now. Given the problems that I've been having with the MKB P1 and GP P2 setup and the fact that it keeps breaking in the latest builds of UE5, I'm afraid I've paused on making more progress on this until it appears stable again. One of the new problems I've found in 5.3.2 is that I'm unable to get a second gamepad to be recognized in game, which is exceptionally frustrating!