VR multiplayer with full body tracking: T-pose shown in between some frames.

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:

  1. 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.

  2. 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

How did you achieve Multiplayer creating and joining session in VR i m not able to find any good resource For VR multiplayer. Can you share how did you achieve it?

Hi Kas!

To be honest, the way of multiplayer in VR is exactly the same as in Desktop. SO common tutorials on multiplayer should also work for you. Simplified speaking, all four sessions related blueprint nodes should be used. You should also be familiar with UE game framework (like gamemode, player controller), since they manage the multiplayer login etc. For switching to a new level, use execute command node with ServerTravel LEVEL_NAME?listen

But debugging multiplayer with two VRs is a nightmare. You need someone to help you or you can use some keyboard input to trigger some events that should be triggered in VR.

Hope these experience could be helpful to you.