Help with SplitScreen Multiplayer - 2 Errors

Hello guys!

I am trying to implement local multiplayer with splitscreen on my game, I got the barebones working already, just the most basic stuff:

However, I am having a problem for changing the player mesh. I want to control everything by Kismet, because it is faster, and easier.

I have used this custom Kismet Sequence Action: https://unrealxeditor.wordpress.com/…sh-via-kismet/

It works perfectly, but only for player 1 mesh (Player Index 0). I want to be able to change aswell the player 2 mesh (Player Index 1).

By looking at the source code of other Kismet Sequence Action Nodes, I tried to add a target input to this node, so I can in kismet link that input to the second player variable. However, I think I have done some mistake, because it is not compiling correctly (Unrecognized Member ‘Target’ in class ‘UTPlayerController’):


class SeqAct_ChangePlayerMesh extends SequenceAction;

var() SkeletalMesh newMesh;
var MaterialInterface defaultMaterial0;
var() AnimTree newAnimTree;
var() array<AnimSet> newAnimSet;
var() PhysicsAsset newPhysicsAsset;

event Activated()
{
    local int i;

//this will allow us to select player index
local SeqVar_Object ObjVar;
local Pawn Target;

    local UTPlayerController PC;
    PC = UTPlayerController(GetWorldInfo().GetALocalPlayerController());

//this will allow us to select player index
foreach LinkedVariables(class'SeqVar_Object', ObjVar, "Target")
{

 Target = GetPawn(Actor(ObjVar.GetObjectValue()));

 if (Target != None)
 {

      PC.Target.Mesh.SetSkeletalMesh(newMesh);
      PC.Target.Mesh.SetPhysicsAsset(newPhysicsAsset);
      PC.Target.Mesh.AnimSets=newAnimSet;
      PC.Target.Mesh.SetAnimTreeTemplate(newAnimTree);

      for (i = 0; i < PC.Target.Mesh.SkeletalMesh.Materials.length; i++)
      {
        PC.Target.Mesh.SetMaterial( i, defaultMaterial0 );
      }

      }

}
}

defaultproperties
{
    ObjName="ChangePlayerMesh"
    ObjCategory="Change Player Mesh"
    VariableLinks.empty;
}

And the 2nd error, I think @**Nathaniel3W **can help me, as he got too much experience with Scaleform. Whenever I run these functions on my custom ViewportClient (to add 2nd player and split the screen):


exec function DebugCreatePlayer(int ControllerId)
{
    local string Error;

    if(GamePlayers.Length < 2)
    CreatePlayer(ControllerId, Error, TRUE);
}

event LocalPlayer CreatePlayer(int ControllerId, out string OutError, bool bSpawnActor)
{    
    return super.CreatePlayer(ControllerId,OutError,bSpawnActor);
}

It works, however, my custom Scaleform HUD is replaced by UT3 Canvas HUD. How to fix this aswell?

Cheers and thanks for all.

Hello guys!

After a LOT of headaches, and mainly by reading through many SequenceAction Kismet Nodes Source Code, I have found one that does what I need, because I need a node to change any player mesh (the one from that tutorial is hardoced to change only player0 mesh).

I have found the UTSeqAct_ChangeTeam has a similar function, it can cast the player index through linking the “Target” input to player variable in kismet.

So I kinda mixed UTSeqAct_ChangeTeam with the Change mesh node from this tutorial: [Tutorial] Change Player Mesh via Kismet | Unreal X-Editor

Changed some bits here and there and voila!!! It is working :D:D:D:D:D:D:D:D:D:D:D:D

Here is the final code, case someone else needs:


class SeqAct_ChangePlayerMesh extends SequenceAction;

var() SkeletalMesh newMesh;
var MaterialInterface defaultMaterial0;
var() AnimTree newAnimTree;
var() array<AnimSet> newAnimSet;
var() PhysicsAsset newPhysicsAsset;

event Activated()
{
    local SeqVar_Object ObjVar;
    local Pawn P;
    local Controller C;
    local int i;

        foreach LinkedVariables(class'SeqVar_Object', ObjVar, "Target")
        {
            // find the object to change the mesh
            C = Controller(ObjVar.GetObjectValue());
            if (C == None)
            {
                P = Pawn(ObjVar.GetObjectValue());
                if (P != None)
                {
                    if (P.Controller != None)
                    {
                        C = P.Controller;
                    }
                }
            }
            // if we got a player, change its mesh
            if (C != None && C.PlayerReplicationInfo != None)
            {
              P.Mesh.SetSkeletalMesh(newMesh);
              P.Mesh.SetPhysicsAsset(newPhysicsAsset);
              P.Mesh.AnimSets=newAnimSet;
              P.Mesh.SetAnimTreeTemplate(newAnimTree);

              //this will force to use the new skeletalmesh material
              for (i = 0; i < P.Mesh.SkeletalMesh.Materials.length; i++)
              {
                P.Mesh.SetMaterial( i, defaultMaterial0 );
              }

            }
        }
}

defaultproperties
{
    ObjName="ChangePlayerMesh"
    ObjCategory="Fursan al-Aqsa"
    bCallHandler=false
}

My custom kismet node in action!