I was working with a client and we were baffled as to why when playing multiplayer locally, both pawns were being moved by either listen server or client.
We eventually realized that this did not happen with mouse and keyboard, it was only happening when using an Xbox 360 controller
It was also baffling because it does not happen in single process PIE multiplayer, only when running game from commandline multiplayer or using separate process multiplayer, which is actual standalone game.
But this also an issue I presume only exists for local multiplayer tests using 127.0.0.1
#Repro
Make new Third person template project
Under play → advanced settings, change to separate process multiplayer, 2 players
Go in game and test with WASD, each player moves separately
Now switch to XBox 360 controller or equivalent, you’ll see both pawns get moved by 1 player’s controller input!
Summary
If you use an XBox controller with local multiplayer using separate process PIE multiplayer or commandline version of game, then pre-release local multiplayer testing becomes impossible because both pawns get moved by 1 players controller input
Of Note:
Switching from separate process listen server to client / dedicated server did not offer any change in behavior
Request
Pelase address this matter so we can test controller-based multiplayer games in local multiplayer tests!
This only reproduces for me if we Play As Client, and only until you’ve shifted focus to Client-2 window. After that, controller works fine for me in either Client window. Are you seeing anything other than that?
I tested this in recently released 4.11 Preview 1, and could not reproduce issue. I check in our main internal branch as well, and couldn’t reproduce it there, either. It would appear that this controller behavior has already been fixed.
I was able to reproduce issue in 4.10.1, even with Play as Listen Server, so I believe we’re seeing same thing. As mentioned in my comment above, for now you can get around this and continue testing in 4.10.1 if you switch focus between process windows, which seems to resolve issue for that play session.
I also have this problem, but cannot switch to 4.11 yet as i need to use a custom 4.9 branch with NVIDIA gameworks integrations for time being so i’m wondering if you could clarify workaround of “switching focus”? Do you just mean “alt tabbing” to client window so as to make it active window? If so, that workaround doesn’t work for me. Or, do you mean something else by “switching focus”.
Alt-tabbing won’t be enough to give game window focus. You’ll also need to click into window. Let me know if that doesn’t work either. I did not test in 4.9, so it’s possible it’s a separate problem.