Hey there,
I had question about getting up and running with a networked VR experience with plugin.
I’m comfortable working with blueprints and have built a few projects in Unreal for VR, but have no real familiarity with multiplayer/networking, besides a fast and dirty understanding of the server-client model and replication of variables and functions.
Given that background, if I’m looking to build a multiplayer VR experience (as a grad student on a deadline), would you recommend using the template level as a base and subtracting the actors, BPs, and functionality within certain BPs that aren’t relevant to my project? So, basically building my project around the player controller and the networked functionality in the pawn BP that exist in the template level, as well as some of the other stuff that controls multiplayer (like the stuff in the 3DMenu, etc).
Or do you think it’d be more efficient to sort of copy or use as a reference some of the multiplayer functionality from the BPs in the template level when building my own project, with the plugin of course enabled?
Also, the game mode seems to be in C++ (unless it’s totally blank by design?). If I were to build my project onto the template level, would it be “safe” to work with the event graph of the game mode BP?
Any help or guidance would be super appreciated, and thanks so much for putting all the hard work into plugin. It’s helped me learn a bunch of different things about blueprints already.