Single/Multiplayer, Touch & Vive blueprint only Template

Version 3.0 - June 21, 2017 - SinglePlayer/Multiplayer

**What’s new in version 3.0?
**

  • Update to Unreal 4.16.1
  • Everything has been redone from the ground. Rather than adapting Epic’s VR template, all functions have been redone with multiplayer in mind. Almost lost my mind doing it but it’s done.
  • VR Tracker: The mesh has been changed for a very simple one, preventing cooking problems. Adding/removing Vive Trackers is now working well whether the owner is a listen-server or a client.
  • The grabbing functions and interactive objects are now fully compatible with the VR Essential Kit (included).
  • Major multiplayer optimization has been done, with very good replication on fast connections.
  • All bugs related from previous version solved.
  • Works Single or Multiplayer
  • Oculus Avatar: pre-wiring done, integrate with my mini-plugin “ Avatars” if present (soon)
  • Inclusion of a 3rd person “Test Pawn”, for debugging and do all kind of tests

A note on delays
Delays have been put in the AvatarMaster and MotionControllerBP Initialization Functions. You can try to remove or shorten them, but remember that it may prevent functions to execute on the proper order on different systems. A suggestion is to “hide” pawn initialization with a fade in or a loading screen.

Known problems

  • Extra Sphere collision is shown when using debug shapes including the debug line for the widget interaction component. This is an issue currently related to the 4.16.1 version. By disabling Instanced Stereo the bug goes away. This has been logged as UE-44947 at Unreal Engine Issues and Bug Tracker (UE-44947) .
  • VR Essential Kit won’t work with clients in multiplayer mode. I’ll have to review/rethink @jamis ‘s excellent work to enable interactions with clients.
  • Physics objects: It’s normal to experience client-side lag on physics objects (i.e. Interactive Objects). Many tricks exist to fix that problem; search for “multiplayer physics objects”. This would be an entire different topic and is not specifically related to VR.

What’s coming just down the road:

  • Oculus Network: I had a working version done for version 4.15, but happy fellows at Epic changed the way Oculus friend’s lists are retrieved on the oculus Network, with version 4.16. Working on that should be fixed in days. Fix will include:
  • Enabling the use of Oculus Avatars and all template pawn’s functions
  • Enabling finding friend’s sessions through Oculus Network
  • Enabling VOIP over the Oculus Network

Now let’s work on VR Audio spatialization!