UE5.1 & UE5.2 Local Multiplayer Fix/Tips (Gamemode Logic)

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  • čas přidán 6. 09. 2024

Komentáře • 80

  • @mangogo4822
    @mangogo4822 Před 9 měsíci +15

    Hard to believe Epic could not fix using gamepad and keyboard for 2 players since 5.3.2

  • @antho0101
    @antho0101 Před 11 měsíci +13

    Hard to believe Epic could not fix using gamepad and keyboard for 2 players since 5.1 :(

  • @alternativvelol
    @alternativvelol Před 6 měsíci +3

    I can't thank you enough for this we are at a game jam right now and omg I was losing my mind. THANK YOU SO MUCH SIR!!!

  • @Ansarinc
    @Ansarinc Před 6 měsíci +2

    Thank you so much for this! Such a niche problem and I'm so happy someone made a video for a solution for this.
    For me the main problem was that the -1 in "Create Local Player" was broken. When I set the controller IDs relevant to the number of players as you suggested, that fixed it.

  • @marvluebke
    @marvluebke Před měsícem +1

    Dude... thank you so much.
    I watched the video multiple times (as well as others showing similar workarounds) and could still not get this to work,
    but for some reason copying your nodes from blueprintue worked.
    So if it's still not working for anyone, try copying ^.

  • @Joonas_PunnuGames
    @Joonas_PunnuGames Před rokem +11

    If someone else have issue that 2nd gamepad do not respond on ue5.1 or 5.2, add "Delay" node right after "Beging play" event. Even 0.2 sec does the job.
    If someone knows why, I would be happy to hear the reason🤔

    • @StevenDiLeo
      @StevenDiLeo Před rokem +5

      holy mother of god, I've spent 10 hours the past couple days trying to figure out this ONE issue. Thank you so much for taking time to leave a comment, as I've been posting in forums, asking in discord, and hunting all YT videos and comments I can.

    • @miscellaneous263
      @miscellaneous263 Před 2 měsíci

      Thank you

  • @uqasz2448
    @uqasz2448 Před 8 měsíci +1

    God, i tried 2hours today with my project to work with 2 players... :D (already have 2 spawned characters, tried with possesing but without maping like you, thanks.

  • @kingragner55
    @kingragner55 Před 2 měsíci +1

    you are the best bro

  • @KoshakiDev
    @KoshakiDev Před 3 měsíci +1

    Amazing, this worked! Thank you very much

  • @imigratingbox
    @imigratingbox Před 2 měsíci

    Unreal Engine Still hasnt fixed this issue in 5.4 . Thanks you for helping me.
    (EDIT): Nvm i cant even edit the damn gamemode to start making the changes

    • @WildOxStudios
      @WildOxStudios  Před 2 měsíci

      You need to make your own gamemode class ... I show how to do this here czcams.com/video/QSnUqHF6X0M/video.htmlsi=Do7sXNAQN0YFTZIf&t=137

    • @WildOxStudios
      @WildOxStudios  Před měsícem

      I've also provided updated examples on my patreon and a link to copy the gamemode code.

  • @srawdawg6188
    @srawdawg6188 Před 3 měsíci +1

    You sir a genius, thank you!

  • @jacobdavis6015
    @jacobdavis6015 Před 8 měsíci +2

    I followed everything but for some reason each player start spawns 2 characters but only one is playable. 2 player splitscreen works when i have 2 spawns but then theres 2 other uncontrollable characters just standing there. Any help is appreciated
    EDIT: And just like that i figured it out. "Default Pawn Class" had to be set to "None" in Project Settings. Idk if that was covered in the video or not but it works now. THANK YOU for this video, it was a life saver!

    • @WildOxStudios
      @WildOxStudios  Před 8 měsíci

      Yup that was covered but great to point out again for others 😎

  • @Nimrod897
    @Nimrod897 Před 23 dny +1

    Thank you

  • @greencheeze6780
    @greencheeze6780 Před 6 měsíci +1

    Oh my god, you gave me the answer to all my problems

  • @Nak.nupschie2233wiki
    @Nak.nupschie2233wiki Před 3 měsíci +1

    thank you sooo much :)))

  • @yourilaflamme4262
    @yourilaflamme4262 Před 8 měsíci +1

    thank you this video saved my sanity !

  • @OPGaming17
    @OPGaming17 Před 2 měsíci

    tried this, and it works to an exent.
    When placing player spawns it spawns a duplicate character at each player spawn.

    • @WildOxStudios
      @WildOxStudios  Před 2 měsíci +1

      @@OPGaming17 it spawns a player for each player start as its setup on the loop if you don’t want that then you’ll need to change the for each player..... Right here czcams.com/video/QSnUqHF6X0M/video.htmlsi=3UxY-WEOY2T1oekc&t=283 this loop says for each player start add an index. If you want 4 and only 4 players (but still want to have more than 4 player starts) then you'll get a random player start then use a for loop 0-3 (total of 4) at that random location.

  • @Izmolio1
    @Izmolio1 Před 2 měsíci

    I have a question and I hope I explain this well enough. I'm creating a couch coop game in 5.4 and I have it setup so player 1 selects their character at the main menu (level). Once loaded into the new level, there is an option to allow a second player to join and select their own character (does not load a new level once in game). At this point the game goes into split screen and sets player index properly. However, I can't seem to get my controller reference correct. Due to this, when I toggle my inventory to open, it will add to each player's separate screen as it should BUT the data loaded into player 2's menu will be information from player 1 instead.
    I'm trying to create a similar system to Outward. Where player 2 can create/select their own character in player 1's game instead of having to create 2 separate games and forcing the person to create a single player game and multiplayer game with different progression. Would you be able to do a tutorial on that method?
    -Update-
    So... I actually just figured it out. When I toggled the inventory/ingame menu I was casting to third person character and using get player character as the object while piping in the player index. However, what I needed to do was use the same cast with get owning player pawn and left the target to self. I love it when I try to figure it out, ripping apart all the blueprints just to learn it was one simple node.

  • @sunnymon1436
    @sunnymon1436 Před rokem +4

    UE5 is so broken. I can't believe they released it in the condition they have.

  • @feostun8385
    @feostun8385 Před 5 měsíci +1

    Большое тебе спасибо, очень помог!

  • @AndrewShusterman
    @AndrewShusterman Před 4 měsíci

    You my sir, are the goat

  • @s3armoredyt849
    @s3armoredyt849 Před 8 měsíci +1

    Is there a tutorial u can make where when u hit a key on the controller it connects it to game. so like if u have 4 controllers plugged in but want to use 3 u just don't have to hit 1 of the buttons on one of the controllers

    • @WildOxStudios
      @WildOxStudios  Před 8 měsíci

      I have a template on the marketplace that does this. Also the Wildox discord also has examples and tutorials that go over this. czcams.com/video/SAxCW26nJX0/video.htmlsi=j6IcypLFSOQeW_Zd

  • @danyilbulavskyi8395
    @danyilbulavskyi8395 Před 2 měsíci

    Savior

  • @kg.eb_wrk
    @kg.eb_wrk Před 6 měsíci +1

    Thanks!

  • @tommywright
    @tommywright Před 5 měsíci

    How do we get the driving template to work. It doesn't seem to have the Enhanced Input Local Player Subsystem but still doesn't work with local multiplayer.

    • @tommywright
      @tommywright Před 5 měsíci +1

      Nevermind... that Enhanced Input Local Player Subsystem node worked fine in the driving template also. Thank you so much!!!

    • @WildOxStudios
      @WildOxStudios  Před 5 měsíci

      czcams.com/video/LUKCMn9ssn8/video.htmlsi=-pRQ8kYeYQmD4lde

    • @tommywright
      @tommywright Před 5 měsíci

      @@WildOxStudios Amazing.. thanks!!

  • @juegaconyisas3061
    @juegaconyisas3061 Před 9 měsíci +1

    Hola amigo, aun unreal motor 5.3 tiene este mismo problema. ¿Cómo lograr que funcione un jugador con teclado y el otro con el mando?

    • @WildOxStudios
      @WildOxStudios  Před 9 měsíci +1

      Lo siento. Tenemos que esperar a que Epic solucione el error del motor, ya que el problema es una configuración del proyecto dentro del código del motor.

    • @diegoveazquez6046
      @diegoveazquez6046 Před 8 měsíci

      @@WildOxStudios Todavia no hay solucion?

  • @WildOxStudios
    @WildOxStudios  Před 5 měsíci +1

    Can Confirm Fix for skipping player 1 with gamepad is in 5.4 Preview czcams.com/video/si6qGtC5P0A/video.html

  • @silversoul2785
    @silversoul2785 Před měsícem

    how to make it that it is not split screen.?

    • @WildOxStudios
      @WildOxStudios  Před měsícem +1

      @@silversoul2785 I have a product on marketplace that does this called couch coop local multiplayer template but essentially you’ll need to code a camera manager and remove the split screen bool in project settings. I added another tutorial on my CZcams channel that goes over this 😎 Thank you for the suggestion! czcams.com/video/gD8O2qC0ybM/video.html

  • @WildOxStudios
    @WildOxStudios  Před měsícem

    Update for UE5.4 and Camera Manager - czcams.com/video/gD8O2qC0ybM/video.htmlsi=KGHRECdnnP43-MBl

  • @gillianbayne3
    @gillianbayne3 Před 4 měsíci

    Hi!! Thank you so much for the tutorial :) it works for me, except that my player one doesn’t spawn / load. Like it’ll do the thing where it shows a view of a bit of the third person map. The other three work though. Do you know what could be causing this issue?

    • @WildOxStudios
      @WildOxStudios  Před 4 měsíci

      Sounds like you have missed the branch for the get index 0 and skipping the context vs pulling from the index. Also I have a discord if you’d like to pair up and resolve

  • @connormcnamara825
    @connormcnamara825 Před 4 měsíci

    You are the goat

  • @tlh5145
    @tlh5145 Před 7 měsíci

    could you tell me how to do this if im not using the new enhanced input system, currently nothing has changed and both controllers control same player

    • @WildOxStudios
      @WildOxStudios  Před 7 měsíci

      This isn’t an issue with the EIS this is an engine bug introduced when they added it. There isn’t a way to skip the controller for player 1 until epic fixes the bug the project setting doesn’t work anymore regardless of if you use the legacy input or EIS

  • @GiulianoVenturo
    @GiulianoVenturo Před 10 měsíci

    is it possible to have (P1 = Keyboard&Mouse, P2 = Gamepad)? Because I only have one xbox controller but I'm trying to make some test with "2 player controllers" but I dont have an extra xbox controller so I'm trying to set up my keyboard as another "player controller"

    • @WildOxStudios
      @WildOxStudios  Před 10 měsíci

      It is possible in ue4 but as others have noted ue5.1 & ue5.2 have a bug that doesn’t respect the project setting that allows for this.

  • @JakobESG
    @JakobESG Před 4 měsíci

    I dont want a SplitScreen, I actually need two windows. But for some reason in the Build Game only one instance of UnrealEngine opens, any Idea how to solve that?

    • @WildOxStudios
      @WildOxStudios  Před 4 měsíci

      You’ll need to actually launch 2 standalone instances using the launcher options in the advanced settings of the pie …. Or you can build and run two copies. The parameter for number of players will usually launch 2 separate windows to test network multiplayer. You can set the network type there as well (listen server, client)

    • @JakobESG
      @JakobESG Před 4 měsíci +1

      @@WildOxStudios Ahhhhh, I see that helps already! Thank you for that fast response.

  • @bruninhohenrri
    @bruninhohenrri Před 10 měsíci

    Bruh i'm having the strangest bug ever on 5.1.
    I did this and for a really unknown reason my 2nd pawn is possessed and unpossessed like some couple os seconds later. I can press the keys on the 2nd 3 or 4 times and after that the input stop working WTF

    • @bruninhohenrri
      @bruninhohenrri Před 10 měsíci +1

      I finally got it OMG THANKS MAN you are a fucking god.
      I was just spawning the second player too far and the game ans destroying it

  • @fabulamcafee
    @fabulamcafee Před 8 měsíci

    is there a workaround that the first gamepad controls player 2 ?

  • @mathraww
    @mathraww Před 6 měsíci

    Hi everyone, I'm using this exact same logic to make my local multiplayer game but when i use the restart game node or the open level by name to re-open the level, the controller for the 2nd player stop working and the error tells my that the mapping context is empty for the second player. Does anyone have a solution ?

    • @WildOxStudios
      @WildOxStudios  Před 6 měsíci

      Go back to the context branch section and be sure you’re not resetting it for index > 1.

    • @WildOxStudios
      @WildOxStudios  Před 6 měsíci

      Don't pull from the "recreated" controller use the current index variable to check vs recreating because in this case the controller already exists (restart level or load level)

    • @mathraww
      @mathraww Před 6 měsíci

      @@WildOxStudios thx for the quick answer but i don't get what you want to say

    • @mathraww
      @mathraww Před 6 měsíci

      @@WildOxStudios I'm a beginner and I'm not english sorry ^^

    • @WildOxStudios
      @WildOxStudios  Před 6 měsíci

      @@mathraww I offer support in my discord and there may be others that speak your native language there as well

  • @DignitGR
    @DignitGR Před 11 měsíci

    im getting no player state and no controller for the second player

    • @WildOxStudios
      @WildOxStudios  Před 11 měsíci

      Your not going to unless you have 2 gamepads connected and you have more than one playerstart in the scene as that is what is used to create the local player index

    • @WildOxStudios
      @WildOxStudios  Před 11 měsíci +1

      Keyboard and gamepad1 = player 1. Gamepad 2 needs to be on and connected before testing to get player 2

    • @DignitGR
      @DignitGR Před 11 měsíci +2

      @@WildOxStudios thanks i followed with a clean project and it works.Only Tut i tried in whole You Tube that works

  • @davidtamaslaszlo4922
    @davidtamaslaszlo4922 Před 8 měsíci

    Hi i wonder is it been resolved? Because i still have this problem.. In UE4 in my game players can select from two character .. they can select if they want to controll the caracters with keyboard or controller.. but if i open my project in UE5 no matter which character been selected both keyboard and controller controls only player 1 .. According to the error ticket on UE s website the problem been resolved in UE 5.3 but its still doesnt work .. at least in my case..

    • @WildOxStudios
      @WildOxStudios  Před 8 měsíci

      Still a targeted fix for 5.4… so no it’s not fixed in ue5.3

    • @davidtamaslaszlo4922
      @davidtamaslaszlo4922 Před 8 měsíci

      Thank You for the quick reply ...damn.. lol gues i have to stay in UE4 for now.. tbh i cant believe that they cant fix this i mean am i the only one working on this type of a game .. is couch coop really dead ?? @@WildOxStudios

    • @LebronJames-is2rk
      @LebronJames-is2rk Před 8 měsíci

      have you try 5.0.3, it's work well for me. keyboard control player1, andr GamePad control Player2. with C++

    • @davidtamaslaszlo4922
      @davidtamaslaszlo4922 Před 8 měsíci

      Hi.. Thank You for your answer.. Unfortunately i am really not in to c++ .. But doest the method above works under UE 5.0.3 as well? Or its just with c++ code?@@LebronJames-is2rk

    • @davidtamaslaszlo4922
      @davidtamaslaszlo4922 Před 8 měsíci

      Hey.. after the weekend i had time to try it in UE 5.0.3 and i can confirm that it works perfectly there ..even without using c++ code ...@@LebronJames-is2rk

  • @birukyohannes5723
    @birukyohannes5723 Před 11 měsíci

    thank you but can i ask how to do keyboard plus controller

    • @WildOxStudios
      @WildOxStudios  Před 11 měsíci

      You need 2 gamepads no matter what (gamepad 1 & keyboard = player 1) gamepad 2 = player 2

    • @WildOxStudios
      @WildOxStudios  Před 11 měsíci

      UE5+ skip player 1 for gamepad option is bugged

  • @diegovelazquez3851
    @diegovelazquez3851 Před 6 měsíci

    Not working in 5.3.2 :/

    • @pb-fo9rt
      @pb-fo9rt Před 4 měsíci

      It works! Add a delay node after begin play and also in projext settings set default pawn class to none.