VR Replicated Tracking with Vive Motion Controllers and Headset on Tick
Hey all, I wanted to ask some advice about Replication to server on Tick for tracked Headset and Controllers.
For the Hand Controller Mesh replication, Setting the Run on server event as "Non Reliable" fixed the issue.
I still think this is a bug of some sort within the engine. I may be proven wrong but I don't see why setting the event to Reliable breaks Client Pawn movement on the server side.
EDIT: When the network overloads, the client connection is disconnected from the server. So, apparently this is desired functionality in UE4.
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