I am using the PlayerCameraManager's location and rotation in a VR game I'm working on. When running the game locally everything is fine, the PlayerCameraManager follow my HMD's location and rotation. But when I run using a dedicated server the PlayerCameraManager's location stays where my camera Actor is, not where the HMD is. This happens both on the server and on the client. Is this a bug or am I doing something wrong here?
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PlayerCameraManager location incorrect when using a dedicated server
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That sounds correct. Only your actors base location will be replicated.
You would have to make some functions to replicate the relative movement of any other attached actors etc. At a guess...Outer Planet Studios
http://outerplanet.webflow.io/
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I have not tried doing this with PlayerCamera in particular , but in general (like with motion controllers) there is no built in networking functionality to send updated information from the client back to the server (mainly cause networking can get really hairy and how do you trust/validate information being sent to server).
This is a known limitation, its really easy to work around. Get the location of the camera / motion controllers locally (on client), send the transform to the server, and have the server replicate the transform and update all the clients representation of the HMD/MotionControllers.Last edited by KRushin; 06-17-2016, 05:42 PM.Twitter - @TheKRushin
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