Blueprint Implementing Local Multiplayer | Live Training | Unreal Engine
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- Опубліковано 9 лют 2025
- Announce Post: forums.unreale...
In this session, Sr. Technical Writer Wes Bunn takes a look at a few different local multiplayer setups (split screen vs. shared screen) and how you can support a couch co-op style of gameplay. We also take a look at the Steam Blueprint Networking project and modify it so it supports a VR playing host against connected third person playing clients. - Ігри
2:08 ContentBrowser - CreatePawn; name="InitPawn"
2:29 ContentBrowser - Create PlayerController; name="ThirdPersonController"
5:21 LevelBP - Set View Target with Blend
8:34 GameMode - Event BeginPlay; Custom Events SpawnCharacter, DespawnPlayer;
14:14 LevelBP - Set GameCamera
16:10 PlayerController - Gamepad Special Right/Left
16:33 GameMode - ClassDefaults
19:57 GameMode - CreatePlayer
20:49 ProjectSettings - UseSplitScreen
21:36 ProjectSettings - Skip Assigning Gamepad to Player 1
22:10 PlayerController - add Key 1 and key 2
22:40 ~ SplitScreen
24:12 ContentBrowser - create HUD widget
28:29 HUD - CharacterRef
29:36 HUD->ProgressBar->Percent Bind->Pawn->Health
30:36 PlayerController - BeginPlay-> .. ref HUD
31:17 PlayerController->SpawnCharacter-> .. Add to Player Screen
33:15 ContentBrowser create BP_Fire
36:18 Pawn - DoDamage
38:36 BP_Fire Pawn-DoDamage
Damn, I was looking for a local multiplayer vídeo JUST NOW.
But more specifically, turn-based local multiplayer.
Would say that too ^^
Harry Florencio I
If you are using a newer version of UE4, the Splitscreen HUD will not work. Follow his tutorial but insert a "Delay node" in ThirdPersonController between "Event BeginPlay" and "Create HUD Widget". My Delay is currently 0.01s and this works.
ty that helped a lot :>
You saved my life. Thanks!
Thanks sir or mam! :)
This saved me from a lot of headache. Thank you.
Dude thanks so much. God damm legend
in UE5.3 you have to copy and past the input mapping into the character controller from the ThirdPersonCharacter and replace "event begin play" with "event on posses"
love U
I get them to spawn but I can't move them so they are obviously not possessed. Is there anything else right there? Perhaps it is where I tried to use "self" Enhanced Input Local Player Subsystem. Just checked that, using the get player controller node that was there I can get the first character to jump but nothing else.
Do not alter anything in the third person character, all U need is that set of code off of Event Begin play in the TPC and copy and paste that into your player controller (then use event on posses instead of begin play like he said). I still don't have any controls for the second spawned character tho.
Im attending college to be just as good or better. Wes is a great teacher to understanding blueprinting. c++ essential
Wes Bunn is the best at these lives
I wish they will one day do a character selection screen with all the bell and whistle!
Great tutorial, my methods of doing this haven’t exactly been elegant but this helps a lot
So glad videos like this exist. Keep up the great content
How I can save the Player Controller for a map change? The GameInstance cannot save the player controllers, so every body must press his buttom after changing the map. Is there any trick?
love this video, very easily implemented into any work in progress
Excellent information on local multiplayer! Thank you so much
I appreciate the video, but I still have many unanswered questions, like what governs what character the second player spawns as when they press start?
wow... this has EVERYTHING I need right now. Awesome
thanks
that was that what I want
REALY HELPFULL THX!!!!!
i watched your tutorial on online multiplayer, as soon as i heard you say "like so" in this video i knew it was you haha
can i have a link to that video plz? thx
Nice Tutorial. I ran into an issue on 4.21.1 where the character was locked as a 2D character plane locked in what looks like the falling animation pose. Has anyone else seen this. Other than that the functioning seems correct. Also I seem to get an error from the "Is valid Node? not having anything hooked up to the "Not Valid". Any ideas. I have seen a lot of issues with 4.21 where they have needed to add delays to get any of the older workflow to work as expected.
Thanks so much for this video! Question regarding the VR networking component of this: would there be any difference between what you do here (networking VR and non-VR player) and a situation involving networking two VR players?
Any luck?
This Tutorial is Gold.
Where did you set Is Host? variable from 52:25? I've gone through that three times and I can't find the place where it is set to false in order to spawn pawns.
Great video , so helpful!
My character is 2d when I test at about 17:10 Please Help!!! the thirdpersoncharacter is stuck in jump animation and cant jump
I hope you got it working after but if not make sure you change the x scale on your NetworkPlayerStart to 1 at ~3:24 :)
This worked perfectly
How would you allow someone to play in VR, and have someone else sit at the PC and change views?
So a friend would not have to look at the shaky cam.
They should be able to switch cameras without the HMD switching.
How? Other than Creating a sceneCapture2D that is snapping images (dragging down fps).
Good video, thanks for help. I have been trying to make this for keyboard only and found that when I press the spawn button the second player will just die.
I have made 2 spawn buttons and the same has happend. Also when I want only 2 players the screen always does 4 windows.
I'm following the multiplayer tutorial, and I have the following problem ...
When I have two players on the level, and one of them dies, the player does respawn but with the pawn that is still alive (ie, it is like copying the pawn that is alive in the level), and the user does not keep the Character that I selected at the beginning of the game. (I hope I explained well).
Any way to do this in an FPS unreal document? So your character is represented by a character mesh rather than just a pair of hands?
I'm trying to do this with 2 VR players, but the Client can only see the Server player move, but the Server cannot see the Client player move. Any ideas?
Thank you so much Wes! Your the man!
Would this method work on Kingdom Hearts III? We're trying to get the game to recognize player 2 before moving onto 3 and 4
would this work with something that is a 32-bit game that is not multiplayer ready and how would i go about doing that?
Thanks
Any reason when I go to set the Get function off of the Spawnpoint Variable it says "as a copy"?
it gives you a full copy of the variable instead of a reference (so it takes a bit more memory)
So did you ever fix the problem you are having at the end? The shortcut thing is not working for me...
why don't you use Last Index, insted of Length followed by -1?
yes!!! this video is amazing!
if i'm adding this to the online multiplayer tutorial, is GameplayGameMode third person game mode?
What about 2 gamepads? Mine doesn't detect the second.
So with the steam multiplayer, what does the second person need to do to be able to connect? I assume they need some sort of game file on their pc.
Yeah the UE executable
Man, we need OnlineSubSystemGooglePlay in action. It doesn't work for Realtime Multiplayer sessions.
Is it up to date with 5.3 ?
18:11 FYI, at least in 4.18.3 , Create Player doesn't do anything when SpawnPawn is False. Set DefaultPawnClass to NONE in the GameMode.
41:00 It's possible to do without C++ code. You use widgets instead. Camera render planes. Then animation.
I don't know if this is an issue with my setup, but this seemingly does not work with UE5
I'm Having a similar problem, did you ever find a workaround?
@@McFluffbutt
Unfortunately no. I ended up switching to Godot since UE keep getting the the way of what I wanted to do.
I can't play the local multiplayer on a Package Mode
Can we use this game without vr
Please add closed captions to your videos for the Deaf and Hard of Hearing individuals such as myself who would love to learn.
Omg i kow that voice , it's him !!!
hallo im need to help here i got a big project i want to be multiplayer but im not sure how i got start on this,
when i start this project i only thing i want a single player game but now i want it to be multiplayer game, can i just make the spawn player part and then its works ? help me out some one well be so nice
I solved this with a C++ script that lets you toggle splitscreen. However, in this example, since all 4 player pawns are already in the game, you'll automatically toggle from 1 player to 4, which won't work for 2 or 3 players. I love how he nervously glosses over the fact that blueprints can't natively handle that, which is infuriating since splitscreen comes built in.
The way I solved it, which caused me a TON of headaches when it came to reassigning widgets when players dropped out then back in was by using a function called by player one that spawned in the next player. Basically the only way you can bring in players one at a time is using the first player's input. Really wish Epic had a way around this.
Doesn't work in 4.19 please update. Or at least find out where it broke and tell us in the launcher.
They almost never update their tutorials so you better hope for someone else to do one!
Doh to my 2d character. The character start in 3rd player has a default -.25 scale on X which messes up everything. Still if anyone knows about the IsValid that'd be great.
somebody know how to put unreal engine fps to 60 i run full time 200+ on a 60hz screen and i dont wanne use full power full time
you can make the adjustments you want in the project settings
why his sound seems like alan noon ??
can you make a remake from System Shock 2 please
with the Unreal Engine 4
When was this live?
Ahhh, thanks, I thought I missed a yt livestream :)
no problem they always annouce it on unreal engine forums for livestreams
Antonio Tešić Good :) Did you ever had experience with Unity? Im going to change to ue4 but idk if this is a good desicion
Antonio Tešić Thanks man! Thats amazing ;)
Thankyou!!!
Thanks for download, user name struct code is working
Anyone trying this in 5.0+?
Hi, Wes. Finally saw your face! I watched all your Tutorials, your hoarse voice let me imagine you were an older/white people ‘(*>﹏
even i thought the same about Wes :) he is a awesome teacher
This plugin has one local player, but multiple windows and views. MultiWindows4UE4 Plugin: ua-cam.com/video/SfOjjzGyvCY/v-deo.html
wow
Sir, plzz teach us networking and other cool stuff like AI in C++.
Dude, I was scrolling through the video and saw what seemed like a monkey, it was a freaking monkey! Haha, why?
Buy some servers and charge us for using them ill pay extra extra to be able to have multiplayer built in
pleas add translate
11:53
有字幕就好了
get random int
esse engine 4 ta uma merda para compila