Hello everyone,
We’re developing a location-based VR experience and facing a critical issue with network stability. We’re under a tight deadline and would greatly appreciate the guidance of an Unreal networking expert who could help bulletproof our application against network-related bugs.
Project Overview
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Engine Version: Unreal Engine 5.5
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Server: Dedicated Windows Server
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Clients: 52x Pico 4 Ultra Enterprise headsets
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SDK: Pico XR Plugin
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Project Type: Blueprint (open to converting to C++ if needed)
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Session Duration: 45 minutes
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Play Area: 300m² (8m width rectangle)
Network Configuration
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Access Point: Single Ubiquiti U7 Pro (XGS)
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Network: 10G backend infrastructure
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WiFi: 5GHz and 6GHz merged
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Replication: Avatar positions only @ 15 FPS
The Problem
When a headset briefly loses connection to the server, the client APK crashes immediately. Important notes:
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The headset’s WiFi connection itself never drops
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The connection to the server is lost for what appears to be milliseconds
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The crash happens despite the WiFi staying active
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After crash, the app auto-restarts (kiosk mode) and reconnects successfully
What We’re Looking For
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Identify the root cause of these brief server disconnections
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Prevent the APK from crashing when disconnections occur - ideally, avatar positions would just stop updating temporarily until reconnection, rather than crashing the entire application
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Expert consultation to help bulletproof our networking implementation against these types of issues
Testing Results
We stress-tested with 60 headsets on the ground (no human interference) for over 1 hour:
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2 disconnections/crashes occurred
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Based on this, we suspect player density in the physical space might be a contributing factor (bodies blocking WiFi signals?)
Questions
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Has anyone experienced similar issues with large-scale VR multiplayer setups?
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Are there known best practices for handling brief network interruptions in Unreal multiplayer to prevent crashes?
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Could the Pico 4 Ultra’s network handling be contributing to this?
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Is there an Unreal networking expert available for consultation on this project?
Time is of the essence for us. We’re open to converting the project to C++ if necessary to solve this issue.
Any insights or suggestions would be incredibly helpful.
Thank you!