What besides the game instance exist forever for the run of the game?

Perhaps not every single thing mind you, but something popular like the game instance.

bump

You need to be more specific about your needs. What is the game instance not doing for you that you need it to?

There are lots of Engine things that exist without any interruption, UObjects owned & managed by the game instance and UObjects that you manually add to the GC root are some things.

There are also a few more options if you have access to C++, like game instance & engine subsystems or the default values from a UDeveloperSettings object (maybe there’s blueprint support for these, I’m not sure).

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Well I am unsure, it is for the sake of create local player. I want to create two player slots immedietly after hitting play on the editor, I want access to all the inputs of both controllers the whole game regardless if the second player has any lives or not.

Well I’m no expert when it comes to that, but that doesn’t sound like how the Engine wants you to work.

First of all, if you’re running with multiple players you manage what they have control of. The Engine doesn’t know anything about “Lives” so if you don’t want to remove controller access based on that, it’s all on you.

The Engine also wants to wait to create players, controllers and pawns until you’re in a map (since they’re actors) and wants to replace them when changing maps (different maps might need different types). Even the controllers active on the main menu are because of a main menu specific map but there’s a window of time between startup and loading into that map where you don’t/can’t have any of those actors yet.

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I am just now getting into the more than one local player aspect and trying to learn the ropes here. It seems very touchy. Like there must be a spawned character all the time. Thanks for trying to help me.