Yes, here I called jump function just to show you that you can call any function in the character. In your case you would call a custom function that would do exactly what you did in your second screenshot. But instead of being called in the pawn on an input, it’s called by the player controller on an input, so that the controller can say “P1 execute the jump behaviour” or “P2 execute the jump behaviour”.
So you can actually keep your function on your pawn, just replace the “E” input box by a custom event that you create and your player controller can call.
That’s not the simplest thing to explain but I hope you get the idea ^^
:
- Repond to input in the controller
- The controller choose which function to call on which player