I’m working on a Cave-Plugin (similar to nDisplays, but much smaller and cross platform).
Setup is as followed:
Server spawns a Character that represents the Cave users head that is moved by a headtracking system (or by keyboard and mouse). Each client is parsing a configuration file with all information about its corresponding wall and screen (warping, blending etc.) and spawns n Actors (for each attached monitor/projector). These Actors spawn Slate Windows with special camera components for off axis projection.
The Cave Head Character is replicated to the clients and each Off Axis Camera Actor is attached to the Cave Head Character by
The Actors on the clients mimic the server characters motion correctly, translation works ok, but the rotations on the clients are always stuttering. Any suggestions why?
Btw: The Default Pawns of the clients are custom with all user defined controls disabled
Since my setup is a little bit unusual (Server dictates everything, clients just follow; therefore the replication is only unidirectional from server to client; no validation needed; no (significant) bandwidth or latency limitation, since it’s LAN only), I decided to throw away the movement component replication completely.
Now I’m using a NetMulticast method and some temporary members to store location and rotation: