UGameplayStatics::SetForceDisableSplitscreen
#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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