![]() ![]() You can make a subclass of CameraActor (either in Blueprint or C++), and add whatever custom behavior you want. This forces the first player to use the CameraActor, and since splitscreen is disabled, it will be the only view that's visible.įor many games, you will want to have custom behavior beyond just a stationary camera. In the properties of your CameraActor instance, set Auto Player Activation to Player 0. If you want to create a more general shared camera, place a CameraActor instance in your level, and position/orient it however you'd like to. Once you've disabled splitscreen, you will only see the first player's view. To disable this, in your Project Settings go to Project>Maps & Modes>Local Multiplayer and uncheck Use Splitscreen. Using a Shared Cameraīy default, when you spawn additional local players, Unreal will use splitscreen. You can configure these default classes in your Game Mode. This will spawn the default player controller and (optionally) the default pawn for the player. Next, in your Game Mode's Begin Play, use either the Create Player node (if in Blueprint) or UGameplayStatics::CreatePlayer (if in C++) to spawn however many additional players you want. So you should place enough player starts for the maximal number of players you plan on supporting. This is because the default behavior avoids spawning a player at a node where it would collide with another player. Spawning Additional Playersįirst, make sure that your level has multiple player starts placed in it. This page is intended to catalog these common issues and the methods that can be used to solve them. When creating a local multiplayer game in Unreal, there are several common problems to solve. Edit Page History Report Local Multiplayer Tips Page that is intended to catalog common local multiplayer game issues and the methods to solve them. ![]()
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