if you move your input from level blueprint into the player controller blueprint (or character), you will be able to more easily determine who is providing the input to then execute the event on the correct player. here’s an example:
- create an event dispatcher that includes an input parameter for the controller
- bind the event to the level blueprint, and call whatever function you want with that event, including the use of the player controller passed into that event. then you can determine if player 1 provided the input or player 2.