For anyone still unable to get a local splitscreen system working, I have created a short tutorial to get you going on your multiplayer game.
NOTE**** This is a blueprint system for creating players driven by separate character blueprints. I used this to help differentiate what each of my players could do in my game. If you are looking for a system where all players are driven by a single character blueprint, simply follow this tutorial until you reach the “Create blueprint characters for each player” screenshot. However, I do believe that this is the most effective method. Let’s get started.
-First you will need to create a blueprint enumeration. This will help to control the amount of players in your game. This is optional, but I recommend it.
-Open your enumeration and create an input for 2 players, 3 players, and 4 players.
-Next we will set up the gamemode to create the players. First, open your gamemode event graph and create a variable that will control the number of players in your game. Change your variable type to your enumeration that you created previously. This should be “E ____________ - Whatever you named your enumeration”. Compile and you should now be able to switch between two, three, and four players in your variable.
-Now we need to set up the gamemode blueprint to create the players. Simply use a setup like this one to create a number of players based on the variable that you just created.
-Now, create a blueprint character for each player that will be playing your game. These can be duplicates of each other or they can have very different behavior, this is up to you. In this case, I only have 2 players so I created only 2 blueprint characters.
-Last step! This step is VERY IMPORTANT. Open each player character and search for the PAWN section in the detail panel. Find auto possess player and by default it will be disabled. For your player 1 character, you must set auto possess player to player 0. This will allow the first player created in game to possess this character. Next set your player 2 character to be auto possessed by player 1, your player 3 character to be auto possessed by player 2, and your player 4 character to be possessed by player 3. This allows each character to be correctly controlled by the players in the game.
That’s it! Simply drop each player character into your game! As I stated previously, you can now customize each player individually and reference each player separately in the level blueprint. This is very helpful and will better allow your game to distinguish which players are performing which action!
I really hope this helps somebody get started with local multiplayer! This system, simple as it was, took me over a year to figure out, as I am still relatively new to the software. Let me know if you guys are having any problems with the system! Also, please let me know if something I have posted here is incorrect, seeing as I have only used this setup once, but it worked flawlessly. Thanks so much!