I am developing a VR LAN Multiplayer prototype in Unreal 5.3 using the MetaXR/OpenXR plugins, and using a Quest 3 & Quest 2 under the same build version.
I currently have an issue where despite setting replication for the VRPawn Actor, once a session is created the Client player can see the host, but the Host can not see the client moving within the level. Instead the client player is frozen, with the VRPawn hands clipping through the floor. I am wondering if this is because possession isn’t set on spawn or if there is something else that could be the cause of the error. Anyway to integrate/fix this would be a massive help; thank you in advance!
UE uses server authoritative replication which is why the client can see the host moving. If you want clients to replicate their movement you’re going to have to send the desired changes to the server. The VR Template does not (and will not from what I understand) support multiplayer mechanics out of the box. For that you either need to roll your own, or make use of something like the VR expansion plugin.