Hi,
Knowing the limitations we have for multiple user inputs on widgets, I built a workaround for my characters select screen in UE5.0. Player Controllers (of which 4 are created by the Game Mode) call events on the Widget, passing along a reference to self. The corresponding widget event then reads the controller ref, gets the player ID and adjusts the corresponding character selection box.
This worked just fine up until I cloned my project using UE5.1.1. Now, on the new project, all player inputs on the widget are locked to player 0. Is this a bug? Is there another way around the problem of multiple inputs on a single widget?
I realise I could make each character selection box a separate widget owned by each player, but I was going to change the Character Selection screen to resemble one more like Street Fighter 2 in the near future, so elements of the screen can’t be solely owned by specific players.
Thanks,
K