gbernal
(gbernal)
March 14, 2017, 3:16pm
96
@gbernal
All files in Proteus_Single are all what you need to do a single player game. Theoretically you could just migrate this folder and everything would work single player.
However all files in Proteus_Single are needed for multiplayer. Maybe it’s confusing. What I’ll do is to maintain 2 separate template: 1 multiplayer, and one single player by just updating the version 1.0
It will be less confusing and more efficient, since the blueprint are over complicated and not optimal if you do just single player
So to clarify why you could not see the HMD, you have to know that the playercontroller, gamemode and pawns are all dependant. Roughly that’s what happens:
In the MainMenuMap
1)MainMenuGM spawns Avatar01
2)MainMenuPC possess Avatar01 and apply Scalability Settings
3)MainMenu level blueprint cast GameInfoInstance and fires SaveGameCheck (this call MainMenu or OptionMenu)
4)When Avatar01 spawns, it assigns Index 0 for the MotionControllers (check in Pawn initialization)
Then you select host or find a match
When you create a session or join MultiMap:
1)MultiGM load SaveGame settings via MultiPC (options selected in OptionsMenu and VRSettings)
2)MultiGM spawns selected Avatar
3)MultiPC possess it and apply Scalability settings
4)When selected avatar spawns, it assigns Index 0 for the MotionControllers (check in Pawn initialization); it it does a bit different if in a session or not
So you can see the relations between blueprints
You can do things differently off course there would be many ways how to do it.
Thank you, after a hard restart it worked fine, maybe there was an issue with the local network. One thing I’m experiencing is that only the host player has locomotion and the client is unable to use locomotion. I will need to try version 2.1
Thanks again