Hi, Ive modified GameViewportClient.cpp (deep in the GitHub folders), saved it, rebuilt the UE4 solution in GitHub folder and executed the batch file called “GenerateProjectFiles”.
The purpose of that change was to make split screen become single screen for local multiplayer, but its not working.
Here’s the original code of a function:
void UGameViewportClient::UpdateActiveSplitscreenType()
{
ESplitScreenType SplitType = ESplitScreenType(DesiredSplitscreenType);
int32 NumPlayers = GEngine->GetNumGamePlayers(GetWorld());
switch ( NumPlayers )
{
case 0:
case 1:
SplitType = eSST_NONE;
break;
case 2:
if ( (SplitType != eSST_2P_HORIZONTAL) && (SplitType != eSST_2P_VERTICAL) )
{
SplitType = ESplitScreenType(Default2PSplitType);
}
break;
case 3:
if ( (SplitType != eSST_3P_FAVOR_TOP) && (SplitType != eSST_3P_FAVOR_BOTTOM) )
{
SplitType = ESplitScreenType(Default3PSplitType);
}
break;
default:
SplitType = eSST_4P;
break;
}
ActiveSplitscreenType = SplitType;
}
This is the modified version (the one saved and rebuilt):
void UGameViewportClient::UpdateActiveSplitscreenType()
{
ESplitScreenType SplitType = ESplitScreenType(DesiredSplitscreenType);
int32 NumPlayers = GEngine->GetNumGamePlayers(GetWorld());
ActiveSplitscreenType = eSST_NONE;
}
The big question is: why code changes aren’t taking effect? Is it because of the code itself or because the rebuilding process described?