As mentioned here on the forum, when you use Motion Controllers Components (here HTC ) in multiplayer mode, one of the players movements are used by all the clients! It complicates a lot multiplayer programming while in VR. Is there any fix on the road?
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Sorry for the late reply, I don’t have much time to reproduce on 4.12 as we are very busy at work. So it would be great if you could give your example!
I had the same problem, and here is my workaround:
When you add the MotionController to the Pawn, under the Motion Controller tab in the Details of the MotionController, set the Player Index to be -1. This will make it so that none of the Pawns are controlled by you.
At event begin play, run the node “Get Player Pawn” with player Index = 0. For each client this will return their own Pawn. After you get the player pawn, cast it to your own Pawn class, get the Motion controllers and set their player index to be 0.This way only the pawn owned by the client will be controlled with the client’s controllers!
Hope this helps! And you can respond to this if you also have troubles replicating controller movements (I did).
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with the project that you wanted to provide for testing and I will be happy to assist you further.
Hi IremOzPen, i tried to follow your instructions, but i cant get it work
is it necessary in which Blueprint i use the “Event BeginPlay” ?
for now i use it in the game instance when someone host the game or someon joins.
And what do you mean exactly with “run” the node “Get player Pawn”?
for now i just cast it to my motioncontrollerPawn