Assymetrical controls: 2 Player Controllers in 1 project simultaneously - is it possible? (local co-op)

Hi,

is it possible to use 2 player controllers for 2 different characters simultaneously? (local multi game)
I understand the GameMode BP only allows setting one default Character and one default Player Controller. I’ve managed to spawn a different Character for my 2nd player, but I can’t seem to figure out how to give it a set of controls different from the 1st player.
Player A would be controlled by the keyboard and Player B via the mouse. No gamepad.

Thanks so much~

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Hey @Krokex!

So… the Mouse and Keyboard is 1 controller in the code. So what you’re asking is to split 1 controller input into separate pawns.

So what I would do here is actually have a dummy placed in the level that pushes events to the pawns separately. So really, you’d be sending control inputs to a manager, and then it would call an event on the individual player pawn.
Something like:

Manager: Mouse1 → call Do the thing on Pawn B.

Does that make sense?

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In short - No.

It is possible to have 2 controllers locally but at least one has to be a game-pad. (or other similar device) Mouse-and-keyboard are considered “one control scheme” and can’t be separated to different controllers.

That being said, nothing prevents you from having two actual players use the same controller. Same as If two players are using the same keyboard.

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Hey sorry for the late reply, I got busy these past days. Thanks so much for your reply I think I can make that work.
Just to be sure, should I do that using event dispatchers? Or is it better to cast to my character from the Manager dummy (which I assume should be a Player Controller type of blueprint?) to call a custom event that’s in the character?

I would definitely use direct references, yes. The Game Mode Setup is where it’s likely to get tricky, you’ll want to research how to use something like an RTS controller. :slight_smile:

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