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UGameplayStatics::SetForceDisableSplitscreen

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Forces the viewport to suppress splitscreen layout regardless of the number of local players. Used to temporarily present a full-screen view during cinematics or menus.

Caveats & Gotchas

  • This only suppresses the viewport split — additional local players still exist in the game world and will continue to tick and receive input unless you handle that separately.
  • Calling this with bDisable=false does not guarantee splitscreen will appear; the viewport also needs two or more local players to actually split.

Signature

static ENGINE_API void SetForceDisableSplitscreen(const UObject* WorldContextObject, bool bDisable);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to retrieve the world context.
bDisable bool True to force disable splitscreen; false to allow it based on player count.

Return Type

void

Example

Disable splitscreen during a cutscene C++
// Before a cinematic
UGameplayStatics::SetForceDisableSplitscreen(this, true);

// After the cinematic ends
UGameplayStatics::SetForceDisableSplitscreen(this, false);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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