RealDocs

10 results for "split-screen"

function
UUserWidget::AddToPlayerScreen UMG

Adds the widget to the player-owned screen layer rather than the global viewport.

property
APawn::AutoPossessPlayer Engine

Specifies which local player (if any) automatically possesses this pawn when the level starts or the pawn is spawned.

function
UGameplayStatics::CreatePlayer Engine

Creates a new local player and optionally spawns a PlayerController for it, used for local multiplayer (split-screen) scenarios.

function
UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry UMG

Returns the FGeometry of the player-screen widget container for a specific player.

function
UKismetInputLibrary::GetUserIndex Engine

Returns the index of the local user (controller/player) that generated this key event, for local multiplayer or split-screen input routing.

function
AActor::HasLocalNetOwner Engine

Returns true if this actor's owner chain leads to a locally controlled player controller on the current machine.

function
UKismetInputLibrary::PointerEvent_GetUserIndex Engine

Returns the index of the local user (controller/player) that generated this pointer event, for local multiplayer or split-screen input routing.

function
UGameplayStatics::RemovePlayer Engine

Removes a local player from the game, cleaning up their PlayerController and optionally their pawn.

function
UGameplayStatics::SetPlayerControllerID Engine

Assigns a physical controller device ID to a local PlayerController, used when remapping which gamepad drives which player in split-screen games.

class
ULocalPlayerSubsystem Engine

Subsystem base class scoped to a `ULocalPlayer`.