Hi community,
I am working on a project with HTC VIVE to do the full body tracking in the multiplayer games. I am using the control rig to implement the full body tracking. It works well in the single player mode.
However, when I tried to test the functionality in the multiplayer mode. It sometimes shows the T-pose of the manny in some frames. Other time the body of the tracked character is well displayed.
I tried two ways:
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I tried to set the transform variables of the body part (head, hands, feet) to be replicated and use them in the anim graph in the anim blueprint. In this way, it will not display the tracked body but only the t-pose.
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I tried to create RPC calls under the event tick node to update the transforms. It leads to the situation I described above with t-poses mixed in some frames.
Do anybody have the same/similar issue like this when doing multiplayer games? What is the best practice to implement the replication between two VR-players?
Thanks in advance!
Gavin