# Local Coop Controls

**URL:** <https://forums.unrealengine.com/t/local-coop-controls/301923>\
**Category:** Multiplayer & Networking\
**Tags:** controller, controller-setup, unreal-engine, local-multiplayer, Blueprint, question\
**Created:** [December 18, 2014, 5:52am UTC](https://forums.unrealengine.com/t/local-coop-controls/301923 "2014-12-18T05:52:25Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![renderman09](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@renderman09](https://forums.unrealengine.com/u/renderman09)\
**Post date:** [December 18, 2014, 5:52am UTC](https://forums.unrealengine.com/t/local-coop-controls/301923/1 "2014-12-18T05:52:25Z")

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I’m trying to setup controls for local coop, and I’m not sure which blueprint to do it in. All of the tutorials/examples have the controls in the character blueprint, but I’ve been setting up all the functionality in the controller blueprint. Which should I use?

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**Author:** ![mightyenigma](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mightyenigma](https://forums.unrealengine.com/u/mightyenigma)\
**Post date:** [February 10, 2018, 9:09pm UTC](https://forums.unrealengine.com/t/local-coop-controls/301923/2 "2018-02-10T21:09:46Z")

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Controller BP is fine. If an input axis or event is not consumed by the controller, it will fall through to the pawn and be handled there if it has any events for it.
