Hi! Simple question here (or maybe not that simple?..). I decided migrating my prototype VR game from unity to unreal engine and already facing some early issues due to the biased engine restricting you to possess a character, using its camera etc…
I’m making a VR platformer and multiplayer game where the camera is meant to be free, actually different options:
- following the character position but controller smooth/snap turns.
- free locomotion with teleporting.
To avoid being stuck with having the camera inside the character I’m possessing the VR Camera instead and it works, at least for the moment.
My first question is, will this method make my life difficult with the implementation of multiplayer or other things later on?
And also as “get player pawn” gets me the VR camera, what would be the best method to avoid :get all actors of class" but still being able to call my character without something expensive? This is mainly for setting up my player controllers with BP interface.