I’m developing a local multiplayer split screen game with 2 player controllers that are created and tied to two different characters. Each controller is set view targeted to different cameras. I’m using tags to control both players with the keyboard, but also have tested using a keyboard for p1 and a controller for p2. The problem is at a specific time (4 minutes 23 seconds) every time, player 2 is destroyed. I’m fairly sure the actor itself is destroyed. I don’t know if its being culled or what. When the player is destroyed the 2nd player’s split screen is reset to no camera (which makes sense). Lifespan on everything seems to be 0 which is supposed to be infinite. I’ve tried setting always relevant in replication but its not a networked game and that doesn’t help. Is there any way to avoid garbage collection or even prevent an actor from being able to be deleted?
I’m starting to wonder the significance of where create local player is used and how that effects things. Most tutorial vids I have watched on local multiplayer seem to suggest using it in a gamemode. I am wondering this morning If there is a way to run it in a game instance, and thus keep other players indefinitely and then work out ways to make these other players visible or not.
Sorry if I am not much help on this, I am just now getting around to trying to have more than one local player. It is confusing. The only way I have seen it work is using playerstart nodes. But surely there is other ways. And when you use a create local player node, that box that is checked “spawn player controller”, I wonder how if that is unchecked you tie that to a player controller you have made.
I thought you were onto something here, but while I was testing moving create player to game instance or level, I realized that I have a character wrapping class (which controls sub players for player 2) that is a character themselves instead of a pawn. It was falling through the map until it hit the z kill plane about 4 minutes in and was invisible so I never noticed. Lol. I messed up haha thanks anyways!
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