HMD not tracking when playing as client (Oculus VR)

Hello,

I am trying to set up a VR multiuser project, but started to have issues as soon as I joined a session as a client. The HMD is getting no input and just shows a static view, while controllers still seem to be able to move.
I then tested this using the multiplayer options (Net Mode → Play as Client) in the UE VR Template in 4.27 and 4.26 and had the same problem. Does anyone know a solution?

To reproduce simply start the VR Template (VR Preview) in 4.26 or 4.27 with Net Mode set to Play as Client.
I am using Oculus Rift S with Oculus App Version 33.0.0.28.194 (33.0.0.28.194). I tried both the OculusVR Plugin and the OpenXR Plugin with the same result.

I’m going to assume that it was a bug. But when using a new copy of the 4.27 Template, playing as client will do exactly that behavior. If you go to Level Editor - Play - Multiplayer Options and turn off Run Under One Process the headset tracking will work.

It will fire up a server console instance window every time, but at least it works.

It seems that what’s happening is that client movement info is going to the server, not updating the server, and the server is returning authoritative movement info back to the client. You can sort of see it in that it will move but just keeps snapping back to the origin.

This is 4.27 w/ the new VR Template with no changes except Play As Client = will fail.
Change Run Under One Process to false = will work.

Windows/Oculus Rift

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Thanks! This fixes testing with simulated multiplayer, but I still can’t test joining an actual server from the editor.

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