Hi,
I hope this will make things more clear:
The basic setup is similar to what this guy does: UE4 Tutorial - Create a Movable Player Character From Scratch - YouTube
The player is an empty character, because it already got all the movement logic you want.
The key binding for this character are set in the project settings “edit->project settings” The keys are the usual A,S,D,W in my project.
Instead of handling the keyboard inputs using blueprint, I am using a C++ class, since I need more movement related C++ in my project.
The cameras I have placed into the scene are all attached to the character. You can attach those cameras using drag and drop in the menu or by right clicking on a camera an select “attach” Attaching cameras to the player makes sure, that they automatically move with the player.
For the first camera you select “Auto activate for Player 0”, for the second camera “Auto activate for Player 1” and so on. This basically assigning a view/camera to a specific player.
Right now you only have a single player game, but you can change the number of players by clicking right next to the Play-Button in the Unreal Editor and change the number of players to up to 8 players.
Starting the game will create windows equal to the selected number of players and spawn a player instance.
You can only actually play/move the character in window 0 and – weirdly – it’s all you actually need!
And this took me quite some time to figure out, since I have never used UE4 before starting with this project.
My first plan (see my posts) was to actually propagate the movement of player 0 to all the other players, but since all the other players just need to see what player 0 sees through one of his cameras, they don’t actually need to move! Hence, in retrospect you can probably get away without C++. I just really need it!