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First person spectator camera

 0 Hi, I'm doing a project for school, and I am struggling with blueprints. What I want to achieve with networking is, while someone is playing a FPS character as the server, every client which are connecting to the server spawn as a first person spectator camera seeing what the server player is doing. I would use this setup for a VR Showcase, in order to allow the audience to see what the VR player is doing in game. I guess it's easily doable but I'm a noob with BPs, and I could not figure it out. Even after reading the documentation and exploring First Person Shooter example and UT BPs. Some assistance would be greatly appreciated ! Product Version: Not Selected Tags: more ▼ asked Mar 24 '15 at 02:49 PM in Blueprint Scripting as3ef2th1 31 ● 1 ● 3 ● 4 alperenakyuz Mar 25 '15 at 06:35 AM It's fairly straightforward actually. Give me some time untl i return to my pc and I'll post you a proper answer with intructions. as3ef2th1 Mar 25 '15 at 09:24 AM Thanks ! It would be really helpful. add new comment (comments are locked) 10|2000 characters needed characters left ▼ Viewable by all users

 0 Hey, I needed similar thing and managed to find a solution. It turns out, that UE4 has spectator functionality built-in. It's just not properly documented and advertised. There's a set of functions that allows you to cycle through players if you are curently spectating. I'm attaching the project that has this figured out. I've tried it on GearVR and PC. GearVR was acting as a server (so that spectating functionality is optional). By default the game loads an entry map, that immediately chainloads another map but with ?listen parameter to make sure that the game starts as a listen server. Next, you can connect from PC with another instance of the game:  cd C:\Program Files\Epic Games\4.10\Engine\Binaries\Win64 UE4Editor.exe C:\Path\to\project\NetTest.uproject 10.0.0.5?SpectatorOnly=1 -game  Replace path and ip accordingly. The SpectatorOnly=1 causes the player to immediately become a spectator (Look at AGameMode::Login()). After you connect, press PageUp and PageDown to cycle through players, and Home to go back to free flight camera (in this example it's quite limited becuase it's set up for mobile controls). Relevant logic (not much of it) is implemented in Content\FirstPersonBP\Blueprints\Spectator asset and in ANetTestPlayerController class. Effectively, spectator functionality is implemeted as changing the view target in PlayerController/PlayerCameraManager ( APlayerController::SetViewTarget() ). If you have more questions, feel free to ask. Link to example: https://www.dropbox.com/s/po8hqbmni20lnir/NetTest.zip?dl=0 more ▼ answered Jan 28 '16 at 09:46 AM MiKom 535 ● 17 ● 10 ● 39 add new comment (comments are locked) 10|2000 characters needed characters left ▼ Viewable by all users