“In 2D, I have a function setup so that if I am not specifically launching in VRPreview then it uses a copy of my character with the head and hands locked (ie acts like a normal character).”
Yeah I get what you are saying, we have a similar “KMS mode” setup that runs if HMD is not connected. Is yours available in the template/example project that’s currently available?
“See above but set client or server to non vr mode, can launch from uproject without packaging for local testing”
You mean running the editor from the cmd like “…UE4Editor.exe” “C:\Users\vr\Documents\Unreal Projects\NextStep\myproject.uproject” 10.100.102.2 -game -fullscreen -log -nosteam"?
And do you actually run your multiplayer testing this way as well, having clients/server all run on a single workstation?
“You appear to have some more complicated movement systems in your game”
Even though it comes off as being complicated, I’m hoping it should be not too complicated to pull off in multiplayer, since it’s mostly navigation which by itself is predictable and should be able to run almost completely on the client side (once a path has been calculated on the server).
However since I’ve completely ignored the character movement component in my implementation (I mainly use the “set location along spline” + “Set actor location”, more or less) and so completely ignores not only physics (which we handle artificially), it will also not be able to take advantage of the built in network features such as correction etc.
Needless to say, I manually handle the whole syncing of the “character location relative to camera/HMD offset location etc.” logic myself.
That’s why I was looking in to your implementation as it seems to almost magically combine the best of both worlds.
Correct me if I’m wrong but using the “navigation” locomotion option you displayed I could achieve a similar result, at least for walking around.
For the jumping I would have to choose between the physics approach which you use and a “spline movement” approach which we currently make use of
In any case I’ve downloaded the example project along with the plugin and will be trying it out and playing around with it asap.