Hand Tracking Not Replicating Properly in Multiplayer (Dedicated Server)

Hi,

I’m working on a multiplayer VR project with OpenXR and hand tracking. I’m using a dedicated server setup.

Here’s the problem:

  • Clients can’t see each other’s hand tracking meshes.
  • Transforms replicate fine locally, but not to others.
  • In VR Preview (2 clients), everything works. But when I run a dedicated server build, it doesn’t.
  • I replicated all the variables I use, but still no success.

I’m using a simple structure:

  1. Client calls UpdateHandOnServer (Run on Server)
  2. Server then calls UpdateHandOnOthers (Multicast)
  3. Clients update transforms and visibility (to test I put visibility to always true).

What am I missing for the hands to replicate correctly (mesh + transform) across clients?

Thanks !

Hi,

It’s hard to say what could be going wrong without more information. If the hand tracking actor/component is not replicated, then it won’t be able to call RPCs, and if for some reason they’re not owned by the client’s player controller / pawn, then they won’t be able to send a RPC to the server.

To start, I’d recommend debugging these RPCs to make sure they’re being called as expected on the correct instances. You may also want to check your logs for any errors or warnings around calling these RPCs.

Thanks,

Alex