I have watched numerous tutorials. I have worked on playing with the multiplayer local options, and spawning characters. I am starting to delve into session multiplayer, and I am having an issue. When I run the PIE multiplayer with 2 players running as Listen Server. it launches 2 windows just fine. I am able to click each window independently and get to the part where i join a session. The sessions is successfully created(by server) and joined(by client)
However once the characters appear, my server controller (physical gamepad) controls the movement of both of the characters. Is there something special I have to do on the map/game mode/ instance when a player joins the session? I recently tested using player starts with auto input for each player (I am sure that it is not that easy.
Any tips or links for read/watch would be appreciated!
Any chance you can post screenshots of the controller bp? I have hunches…
Side note, PIE is horrible. I wish it wasn’t but I’ve noticed a difference in session connecting when launching the game from the uproject.
I.e. right-click the uproject and choose launch game, do it twice to launch two games so you can test connecting and how inputs behave among other functionality.
All the projects are setup to replicate, this is true. Its dealing with finding and joining sessions that I’ve experience a difference in. I don’t know exactly what the difference is, but I remember PIE was connecting my players, but launching it was failing because I didn’t have the right setup. So I test through launching instead of PIE.
I do this more often with any project because of the difference between editor and launching. This is not the same as standalone also. It is specifically launching game from the uproject.
I just tried to launch from file. It opened but it opened full screen and couldnt get to the file to launch another and it locked my mouse. i am guessing i have to cancel that in project settings… LOL any idea what i gotta do? Sorry I am such a noob. i promise ill be better soon haha
Well I didnt migrate anything over. Its all literally recreated in 4.25 to avoid mis casts and naming mismatches. =/ Isnt fun going over all my logic. it is getting me to think deeper and more clearly and not swiftly go over logic and try to cover all grounds… this why i am, spending loads of time on each small detail =P
I have 3 controllers plugged in PLUS my keyboard, weird how it is just focusing on one controller. It has to be something i am not setting up or linking. ::SHURG::
I don’t think so. I haven’t done a lot of multiplayer, so it’s possible long term and/or for your needs.
Using Get Player Character [0] and Get Player Controller [0] should be find, since those numbers are for local/split-screen gameplay. Each client is their own, therefore it should be fine, as well as for testing.
Here’s the link, I watched it numerous times and took notes, I suggest the same, it’s very subtle the differences and way of thinking: https://www…com/watch?v=09yWANtKmC8
Not to be a stick in the mud, but there is less friction if you make a single player game first, especially of varying scopes.
I built a few single player games (for the last year) (nothing launched for the real world obviously) and I am teased to learn multiplayer now… I got bit by that bug lol