I’m developing a FPS using the Kinect 4 Unreal plugin in UE 4.10. I’m having no issues in getting it to work properly in single player mode. But I can’t figure out an effective blueprint plan for multiplayer.
More specifically, as soon as the game runs on my local network, any additional players are spawned in the same location (as the Kinect user). AND their characters are stuck to him, giving users no control over their player’s movement input.
In my blueprint, I have Capsule Component set to the target of SetRelativeLocation, which I suspect might have something to do with my dilemma. What I need is for the server to distinguish between the Kinect user’s input, and those of any other players.
Any advice would REALLY help.