@roiboiboi I’m not sure it would work but I’ll try it today just to see
[USER=“35822”]Turbo Papok[/USER] That’s true, you don’t need to do modifs to the engine if you don’t need of the 3 items above. However you’ll get errors if you don’t swap the OculusAvatars plugin. If you don’t use the Oculus Avatars, you could also base the ProteusPawn on a basic pawn class and remove Avatars-specific functions and variables. I did not do that to avoid having many pawns.
Some studios use Photon Engine to do multiplayer since the official Avatar plugin is broken for multiplayer (that’s why I tweaked it); I think it’s simpler to use tools provided by Oculus and use their network. However, I understand devs having to avoid using Oculus network with the Quest, because they can’t access the API, not being greenlighted by Oculus, or using the Quest/Go in a non-game setting. Oculus for Business Software Suite for Go and Quest should give API access to such situations, but it will launch only in Q4.
errors: did you swap the OculusAvatars plugin folder? or use VS 2019 (we still use 2017 since we had errors last time we tried 2019)
@n3fox You can do the changes before or after compiling UE4, but if you do it after you’ll have to recompile it to include the changes.
@ZerbX Yeah I try do keep it the simplest way possible. Like the title (misleadingly) says it I would have like to use only blueprint cause it’s more visual, but using Oculus Avatars is C++ only, together with Oculus VOIP and HMD+controllers transforms replication (doing this in blueprint is possible but 100x slower – and it does not work with Expressive Avatars). I know that not everything is 100% in the docs, but there’s already 40 something pages in it. I recommend you play with it and you’ll understand most of it. Also, things could surely be done differently; this template is a 4-years iteration in the making.
I plan on making a video this week demonstrating features + multiplayer.
A last minute addition:
There’s another bug in the engine:
11. When a stereo layer is present rendering a widget it cannot be destroyed.
a. ** STATUS: NOT FIXED**
b. Reference: https://answers.unrealengine.com/que…-end-play.html
c. Avoid using stereo layers if you need to destroy them
Stereo layers are nice since they are super clear. I tried again to put the ConnectMenu in such a layer, but it cannot be destroyed when called to. That’s why a standard widget is still used in the template.