Debugging UI bug in my game

Well you probably could do it with one controller by storing all the player states and restoring them after unpossess/posses something like

APawn* OldPlayer = Controller->GetPawn();
APlayerState* OldState = Controller->PlayerState;

// advance player and state
// unpossess and possess

OldPlayer->SetPlayerState(OldState);

but it seems a bit hacky and fighting the engine. It would seem better for each to use their own controller.

If you have a gamepad then you should be able to test at least 3 players for taking their turn, no?

Player1: Gamepad
Player2: Keyboard
Player3: Mouse

Granted P3 can only do 2 things, but that should be enough to test players taking their turns? You only really need 2 for that test, really.

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.

Privacy & Terms