Set Master pose component

Hello,

I am doing a multiplayer game and I am stuck when I set master component of my character clothes.
I have the following node :

I connected it to the event begin play of my player character.
When I launch the game, the player one appear and the clothes of my character are well attached to body thanks to this node.
But when I launch the second player, he didn’t see the first player with his clothes attached…
However, the first player see the second player correctly.

I think it comes from the fact that the second player doesn’t execute this node for the first player since second player appears after…
Even if I do a multicast event it doesn’t work for this reason.

Would someone help me to solve this ?

Thank you very much !

All the best

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Hello, I solved this issue by using :

  • a multicast event when a player come calling this node to set the master pose component for everyone that has join
  • when I join a game I also execute a function that will set the correct armor for every one that have already join (get all actor from class → Player character BP) and execute the "Set Master component using the main mesh of the actor and the clothes.

But after doing this, I discovered that it wasn’t good at all… In my game, as soon that it is a multiplayer, I saw all meshed attached together as I would like but they were playing the animation not exactly as the same time (it was really strange).
So I discover that we can do a “Merge Mesh” function in c++ and call it in the blueprint. It will join the mesh and it seems to be quite better for multiplayer. I didn’t manage to do it for the moment but here is the official documentation of the available solutions if someone need it :

Sorry for my bad english !

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