#still looking for help with this

1 messages · Page 1 of 1 (latest)

livid path
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Something you might try to do is instead of using the default player start, instead have two like "start actors" or something you've defined and then essentially replace themselves with the correct player pawn(s)?

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I think you might have to tweak some stuff w/ the game mode too but I'd just try experimenting with stuff like that

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If your pawns are being spawned by the game mode I think the default is that it's assuming networked unless you've overwritten or set up specific bindings for the handle new player and stuff like that

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(i'm just guessing though, but saw you hadn't gotten a response and thought I'd offer up some ideas)

knotty dust
knotty dust
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what im havng trouble understanding is that player 1 controls just fine, but player 2 isn't "possessed" at all

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is there a way to entirely bypass every single default function brought on by inheriting from unreal's base gamemode and just write everything myself instead?

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for instance, I don't understand fully where or how player 1 is getting possessed at all

livid path
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I mean you could potentially just provide the game mode with a pawn and controller that will just destroy themselves, then create a custom actor you place in the level and it would be responsible for spawning two pawns and two player controllers (or however many input controllers there are) and then manually setting up the possession ?

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Idk if that would have unintended consequences. Also for the game mode base, I think if you look at the h/cpp files for it, you can get a better idea of what you'd actually need to overwrite and get a better understanding of what is currently not working. But that might be a bit of work, idk how big they are

knotty dust
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I tried looking through unreal's functions and found it inpenetrable lol

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the documentation on this also sucks (it seems to heavily rely on the concept of only one player being on-screen at any given moment)

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good point about simply dropping the players into the scene though. depending on their default screenside, they could grab control themselves, and this wouldn't need to be in the gamemode.... might try this out

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with unreal i always get stuck what to put in gamemode, gamestate, level, etc etc

knotty dust
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btw I converted my code to BP to make things a bit easier to understand, with the help of a (buried and unpopular) youtube tutorial

https://blueprintue.com/blueprint/j5ytgu7b/

This Video:
In this video, we flesh out our GameMode class and begin spawning in a player Input Receiver at each of the available Player Start points in the level.

0:00 Intro
00:19 Recap / Tidy
00:44 Get Player Start Points
01:24 About Player Start
04:50 Spawn Input Receivers

Multiplayer:
In this playlist, we'll look at anything and everythin...

▶ Play video
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I'm absolutely "possessing" here and now I know that's not what went wrong
I need some kind of way of printing out all the gamepad inputs for gamepad 2 for debug (in godot there's just a list of input devices which i can iterate over)

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this prints "None" despite both my xbox and ps4 controllers being plugged in and working in gamepad tester

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I just added a function when it spawns to setup the input from the controller since casting from "get player controller" on the player produced an error

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only player 1's actions seem to print anything to the screen via enhanced input

knotty dust
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kay, found something pretty annoying.
when i print input devices, there is apparently only 1 connected

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what the actual fuck

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i literally have two controllers and a keyboard hooked up

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I genuinely am so damn confused rn

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god i hate unreal

knotty dust