x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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.

  1. I'm tracking the Head and Motion Controllers on Tick and update server variables for Location and Rotation that are set to replicate if the character is controlled by the local controller. Remote characters just update from the replicated variable form the server.

  2. This seems to replicate head and motion controller movements over the network for client and server. For now, the torso &feet movements are calculated based on headset movement and replicated which will change. So, 3 aspects: Head, Torso and Motion Controllers update on Tick in every character blueprint and work great visually.

  3. Once I added this, the client's movement component and rotation* doesn't seem to replicate anymore but the Server's movement component replicates fine. If I bypass just the the motion controller tracking on Tick, the client's movement component seems to replicate again! I'm not sure what I need to do to resolve this.

  4. Have I created a networking bottleneck doing all of these on Tick? If so, I would love to hear some alternatives so tracking is still very accurate! alt text

alt textalt textalt text

Product Version: UE 4.11
Tags:
tick.jpg (286.0 kB)
headtracking.jpg (122.3 kB)
torsotracking.jpg (148.3 kB)
more ▼

asked Apr 27 '16 at 03:45 AM in Blueprint Scripting

avatar image

Pramod Ramesh
21 2 3 6

avatar image rpilcher May 17 '19 at 02:18 PM

Hello, In the handcontrollerbypass.jpg above, what do the LMotion and RMotion Controller Bases represent? Are they references to the Scene Component of the respective motion controller components?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

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.

more ▼

answered May 05 '16 at 09:25 PM

avatar image

Pramod Ramesh
21 2 3 6

avatar image SND R Keene May 20 '17 at 01:06 AM

Most event are reliable, This means machine A sends a message to machine B, then B sends a "I got it" to A. If the "I got it" (ACK for Acknowledge) does not arrive in a bit of time, then A tries to send to B again.

Unreliable means A send to B and if B does not get it (it gets dropped) then it is no big deal.

Things like voice chat (VOIP for Voice Over Internet Protocol) is sent unreliable because if a 1/10th of a second of voice gets missed it is too late to resend it anyway and you get a gap in the voice. Also player hand position updates are similar. If you miss one update the next one will get the position anyway.

As you can imagine, Unreliable is very efficient and uses less network.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

I was able to get Motion controllers for Vive and Oculus Quest replicating over the network so they can see each others movement.

My first working attempt

more ▼

answered Jul 04 '19 at 09:49 PM

avatar image

Ham1ton
20 1 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question