Single/Multiplayer, Touch & Vive blueprint only Template

Should the player controller be set to multiPC or something else? I dont see VR_player_controller like the screenshot a few posts above
(I can’t seem to be able to upliad an image…)

@gbernal

Five important things to use LAN

1)Be sure that everybody sees everybody (check in Windows Explorer/Network to be sure)
2)Close Steam on all computers (check in the tray to be sure)
3)Remember you have to package the project and use the packaged .exe file
4)Be sure to answer “Yes” to add to firewall exception when you fire the .exe file // or disable windows firewall
5)Choose LAN in menu

Start the listen-server first. Usually you should not have to specify an IP adress or do anything else special, clients should be able to find the server. I tried in in different places and it always work (attention point 4 is important for LAN)

@gbernal

My bad. I’m lazy and used the screen capture from Version 1.0. I’ll put the new one as soon as I’m back in office tomorrow.

In the MainMenu it’s MainMenuPC and MainMenuGM, and in the MultiMap it’s MultiPC and MultiGM

Great thanks! for your quick reply. I will try now your suggestions

I find it confusing that in the folder Proteus_multi

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.you have MainMenu map and Proteus_single you have the multimap and MultiPC is that correct?


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I guess what it matters is what you set in project setting maps&modes for MultiplayerVR

When I try to configure for multiPC I don’t get a response from the HMD

@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.

,

Firstly, thank you so much for this template. This will help tremendously.

So when I preview in VR in editor, the scale and depth of everything looks perfect. When I package and test, however, everything feels very nauseating and off. The hands seem huge, I feel like a giant, head movements in game are exaggerated (not sure how else to explain) and the depth of everything seems really off. The game feels more ‘flat’ somehow. I also get very sick after a couple seconds. Any idea what could be causing this issue? Thanks so much.

UPDATE; It seems that the main issue is that both eyes are rendering the exact same camera view. Closing one eye at a time confirmed this, which is why the hands look ‘big’ and the depth is totally gone. I’m running UE4.15 w/ Oculus Rift. It should be noted that I successfully connected with my friend and he was using a Vive and experienced no visual errors at all.

I experience the same behavior when testing the v2 packaged file as well.

My framerate is also at 45/50 and my settings match yours exactly. All other VR apps are running perfectly smoothly on this comp.

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Thanks so much for the time and effort you are putting into this template, it is helping tremendously and cant wait to se it evolve!

I have been able to download 2.0, and successfully make a project out of it as a template. After following your 2.0 PDF, (setting all the project settings correctly), I have a successful build that I have tested with one of my buddies a few times (this is without modifying or changing anything inside the template other than project settings). We both have Vives and it always ends up the same, either of us can successfully host and have the other one join, but the 2nd player can never do anything but look around. Their hands get stuck in an L position (thumb and index finger) and you are unable to teleport anywhere at all. These tests are done through Internet (steam and not LAN) and everything runs well up until the 2nd vive player being able to interact with anything or teleport. Any idea what is causing this?

@jessekirbs When a game is packaged there’s a lot of optimizations going on, and it’s possible that the feel and look is somewhat a bit different in a packaged game.

However you should not have bizarre scales or movements. Off course the client will experience possibly some lag depending on the network.

After your update, I’m taking perhaps something to do with “stereo on” command in Scalability Settings. Try maybe to add a delay of 1 second before the command.

Also @finn7390 I did most of testing with an Oculus, while plugging Vive from time to times to be sure everything was still working with Vives. I’ll do more tests tomorrow with them.

I did a 1.1 and 2.1 version to fix small things, but also packaged version. Try them (1.1 for singleplayer and 2.1 for multiplayer); tell me if the problem is still there

Version 1.1 - SinglePlayer
March 13, 2017

Changelog

  • Updated to 4.15
  • Fixed blendspaces for hands and Oculus Touch
  • Cleaned the MotionControllerPawn
  • Brought settings in VRPlayerController, MotionControllerPawn & BP_MotionController
  • Changed the way the pawn is spawned (for 4.15)
  • Changed VR settings (for 4.15)
  • Added RotatePlayground with Controller Rotation

Version 2.1 - Multiplayer
March 13, 2017

Changelog

  • Brought everything under the " Multi" folder
  • Added RotatePlayground with Controller Rotation

To save time, a packaged version is on the OneDrive for 1.1 and 2.1 versions for rapid testing. You’ll find there also model/animation files for Hands, Touch & Vive

Hi, I have been monitoring this thread for a month and am happy now to see the multiplayer release.
I tested your templete as well as the prepackaged version of 2.1 with 2 Vives on 2 seperate computers on the same LAN.
Both connect well and the movement is replicated, but the connecting vive is not able to use the controls of the motion controllers. No animation of the fingers, no blue line indicating teleportation etc. Tested with both computers being host and client. First I thought this was related to the templete settings, but prepackaged version was working the same way. Maybe there is a way or need to activate input for “player 2”? Even in single use I often came across that controls were dropped by the engine.
Thanks for this wonderful template so far and hoping you can get this working as well as VoIP. Multiplayer enchances the VR experience by a lot.
Greetings

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

Hey , just did a fresh build of 2.1. Can confirm the same issue as @finn7390, the client isn’t able to do anything once it joins a hosted game. All functionality is disabled with when I tried this over LAN and Steam.

Thanks so much ! I’m looking forward to it!

, that did the trick! Adding the delay of 1 second before the ‘stereo on’ console commands fixed my rendering/depth issues. Looks great! Thanks a ton.

My framerate issue was solved by deleting all the objects in the MultiMap01 level and building my own. Not sure what the issue was.

I have a few questions:

My friend, who’s using Vive, cannot pickup objects or teleport in the default MultiMap01 level. He can teleport fine in MainMenu, but when he joins the session and we load MultiMap01 his teleportation and grabbing abilities cease to work. I’m on Oculus and everything is working perfectly. Any suggestions?

Are you planning to add voice chat at any point or do you have any hints about getting this working? I’ve looked everywhere and the most I can find is some vague C++ that is a bit beyond my comprehension. Wondering if it’s possible through blueprint.

the VIVE controller doesn’t work when i am playing as a Client

Hi,bro, Thanks for creating this template - works really well for what i want to do with it!
But I have a problem now,When i test it in LAN mode,the VIVE controller doesn’t work when i am playing as a Client,so I can’t teleport or pickup something, and The Server is work well.Could you guys have some ideas? Thank you very much!

Great work here, the hand is far from perfect but its better to start with than anything else. Jes we encounter the same Bugs in MP than anyone else. The Update Rate is not high enough and clients get blocked and cannot teleport/use fingers. Will look into it and give you feedback.

@MarkTong @jessekirbs
i’ll be back in a few days and will test extensively the vive and iron out this problem
in the main menu you’re not networked yet so it behaves differently

yes i’ll do my best for voip --unless soneone finds what’smissing

i should post an update before the end of the week :slight_smile:

@FATBACHELOR if you find better settings / tips thanks for sharing it i think this template as a group effort to enable multiplayer vr with unreal, which is a problem since dk1 days