I am currently trying to replicate the Camera and Motion Controllers of my Oculus Quest to the Server on a local network. I read a lot about Replication but still can’t wrap my head around the whole concept. As far as understood, the the Character Pawn has a built-in replication movement replication component but it doesn’t not work for with motion controllers out of the box - or maybe I didn’t set it up correctly.
What I am basically looking for is this:
Computer = Server
Oculus = Client
The Client should send the Oculus motion controller positions to the server, so the actual positions could be monitored in real-time. (Guess the other way around would be easier but I am planing to use this with multiple HMD devices later on… - The Server could also ask for the clients position, I think for setup either way is fine as long as the position gets updated which also does not have to hapen every tick - every 0.1 seconds would be enough…
I suppose the PlayerController on the Client/Oculus side somehow has to call a RPC on the server side, letting the server know where he is…?
I already looked into the Collab Viewer Template which I think does exactly this, but I got lost because there was too much going on.
It would be great if someone could give a little bit of help on to set this up.
Another thing I tried was using the “set render target with blend” function to jump on the server side into the VR-View. This kind of worked pretty nice, but only for orientations - the positions did not update and the cameras position was locked…