I have been trying to get 8 players local multiplayer working using xbox one wireless/wired controllers and so far, not succeeding.
I have 8 official microsoft controllers, all running off the official microsoft wireless receiver which supports 8 controllers. I use this set up a lot when playing other party games like Gang Beasts, Knight Squad, so there is no issue in connectivity with the computer, or usability.
I have found a few times, this same question has been asked, or similar question has been asked, but no solution given, actually works, or at least I must be doing things wrong, which is a likely possibility.
So far I have tried this solution which I got from here, however the person who created the solution doesn’t appear to have tested with more than 4 controllers. It creates more pawns, and removes the restriction on the 4 player cap, but at the same time, doesn’t allow more than 4 controllers to work with pawns.
- Create new thirdpersontemplate blueprint project called MYLOCALGAME.
- Once project loaded, create C++ class based on GameInstance called MyGameInstance and close down the editor.
- Copied the code from the first snippet you provided and placed that inside the header file.
- Copied the code from 2nd snippet and placed that into the cpp file.
- Rebuild in Visual studio 2017. No errors. Close VS2017 and open the project via launcher.
- In engine settings, change default game instance to MyGameInstance.
- Create new game mode called MyGameMode.
- On event BeginPlay , do exactly as your blueprint snippet does.
- Set level game mode to MyGameMode.
- Add 8 spawn point locations (I don’t think this matters much), and test. Only 4 pawns are controllable.
- Add extra code to game mode which adds force feedback/rumble to every controller detected. Only 4 are detected.
- Disable one or 2 of the working controllers and test. The engine delegates control to another of the connected controller that weren’t working to begin with.
I have also tried a solution below on that same answerhub page, suggested by eXi and shadowriver, which was to create a C++ class that derived from GameViewportClient and within the constructor, set the MaxSplitscreenPlayers to whatever I want (8 in my case).
This solution did not work.
I went to this forum thread below to go more in depth, but this did nothing either, and nobody provided any proof of it working, which means i’m unsure if it’s something wrong on my end, or something wrong with the engine.
Has anybody gotten more than 4 players to work on the same screen, with shared camera or split screen? If so, what steps did you take?
I think that having 8 players, or even 6 players in a local multiplayer game is a big feature that people definitely appreciate in party games. So I am determined to get it working.
Thank you in advance, any help or suggestions will be greatly appreciated