Please help settle a dispute between myself and a fellow developer. I am trying to explain to him why you should use a pawn for VR Player management. He is insisting that the Character would be a better choice. What are your thoughts, fellow devs?
I used ADefaultPawn
His argument is basically that Characters have physics/gravity and networking functions for multiplayer.
Did you get your pawns to accurately function over a network? Does your default pawn have any gravity or a simulation of it?
I use a default pawn too. My argument is that I can make the room the parent object instead of the capsule collide so I can affect all the objects in the tracking area. But when we tried Unreals multiplayer demo and replaced the character with a pawn we found that although I could connect to the game, the pawn did not spawn in and I was just a camera sitting under the level. Also I had the same I’d as the server even though it recognized me as the client machine.
All the demos and the tutorials suggest using a Pawn, but of course a character is a type of pawn. I’ve run into some weird issues when trying to use a character bp though, like for example of course the collision system wouldn’t work, it won’t stick to you, and when you try to move when the collider is out of position it will collide where you feel you should be able to move.
I AVRPawn inherited from ADefaultPawn and VR_Pawn as a blueprint inherited from AVRPawn. Can be customized VR_Pawn components, the collision can be solved by using these components,move the collision component in the tick event,so there is a benefit, debugging in the development phase