Motion Controller in Multiplayer: one rules them all

Hi,

As mentioned here on the forum, when you use Motion Controllers Components (here HTC ) in multiplayer mode, one of the players movements are used by all the clients! It complicates a lot multiplayer programming while in VR. Is there any fix on the road?

Thanks :slight_smile:

Hello LNaej,

I have a few questions for you to help narrow down what issue it is that you are experiencing and to make sure that we are on the same page.

Quick questions:

  1. Can you reproduce this issue in a clean project in 4.12.3?
  2. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved?

Hello LNaej,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

I have same question for that it

I can reproduce this issue in a clean project in 4.12.5

May I give u a test example for you guys testing?

I have same question for that it

I can reproduce this issue in a clean project in 4.12.5

May I give u a test example for you guys testing?

Sorry for the late reply, I don’t have much time to reproduce on 4.12 as we are very busy at work. So it would be great if you could give your example! :smiley:

Hello ,

If you would like to provide a sample project, I would be happy to take a look and attempt to reproduce this issue on our end.

Hi,

I had the same problem, and here is my workaround:

  1. When you add the MotionController to the Pawn, under the Motion Controller tab in the Details of the MotionController, set the Player Index to be -1. This will make it so that none of the Pawns are controlled by you.
  2. At event begin play, run the node “Get Player Pawn” with player Index = 0. For each client this will return their own Pawn. After you get the player pawn, cast it to your own Pawn class, get the Motion controllers and set their player index to be 0.This way only the pawn owned by the client will be controlled with the client’s controllers!

Hope this helps! And you can respond to this if you also have troubles replicating controller movements (I did).

(this method worked for me in 4.11 and 4.12)

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with the project that you wanted to provide for testing and I will be happy to assist you further.

Thanks,

Thanks for your explanation. I’ll give it a look. Would you happen to have a blueprint available to look at?

Hi IremOzPen, i tried to follow your instructions, but i cant get it work
is it necessary in which Blueprint i use the “Event BeginPlay” ?
for now i use it in the game instance when someone host the game or someon joins.
And what do you mean exactly with “run” the node “Get player Pawn”?
for now i just cast it to my motioncontrollerPawn

I use 4.13 and the native VR template

thanks in advance