Hi,
In terms of resources, we do have the Collab Viewer Template project, which is set up to support VR pawns in a multiplayer environment. However, while the blueprints there could be a helpful reference, this template was designed for enterprise applications, and the approach used for replicating the pawns is not recommended for a multiplayer game.
There, the pawn’s position and movement is client-authoritative, with the server simply receiving updates from the pawn’s owning client and replicating the data to the others.
In order for the experience to feel good, it is necessary for the client to immediately respond to player input and locally update its pawn. However, we always recommend that the server check and verify any data received from clients, in order to prevent cheating and exploits. This is also necessary so that the server can correct any erroneous client actions, which can occur due to packet loss, latency, or other game-specific interactions between clients. (For example, this is how the character movement component handles replicating movement for non-VR pawns.)
In terms of best practices, I’m not aware of anything specific to VR replication. The general best practices for networking and replication would apply, and you can find a number of resources on this both in our documentation and [knowledge base [Content removed]
Finally, for an off-the-shelf solution, we recommend checking out the VR Expansion Plugin: https://vreue4.com/features?section=multiplayer-support
This includes different options for handling VR replication, although it is likely that some project-specific handling will still be needed.
If you have any further questions, please don’t hesitate to reach out!
Thanks,
Alex