Can you have VR and non VR players together in multiplayer?

Been trying to make this work, and I can’t tell if I’m just doing things wrong, or if it’s hardcoded that all players must be in VR or non VR.

Is it possible to have both?

Are talking about Async, as in all happening one PC the VR and none VR player? or over a network?

Over a network, not the same computer.

As in, me in VR and my friend in Non VR over steam

I have it all working except it seems like whatever I do, we’re both either spawned as VR pawns or non VR pawns.

I was able to achieve this in GearVR - Tablet setup. I have two different Pawns in my game: one for the VR and the other for non VR. I spawn them on my own in Game Mode Blueprint. However I have to prepare two separate shipping builds because I use the “GearVR deployment” option which forces the app to display VR double view.

Ok. I’ve done that in the past. Just test on launch if a headset is present if so delete the current pawn then spawn the VR actor and posses it with the player controller.

yes you can, just spawn in a regular pawn instead of a VR pawn when you want a player without VR :slight_smile:

You have to do HMD enable false and console command stereo off as well after possessing the regular pawn

How would be the easiest way to do this? I’ve tried possess(playerCtrl, MyPawn), but doesn’t seem to work.

So yea, that does disable the HMD, which is good. But it doesn’t possess the other pawn … I’m still unable to move around (I’m possessing the default pawn so it should work).

did you enable input?

Yes I believe I did. Still can’t move.
Is there something I’m missing? I have the code in my player controller and in my world settings I set the player controller to the one I’m coding in.

The basic answer if you can have vr and non-vr players together is yes, you just have to set it up.

I did an answer for 's question as well. It is the same procedure so I just copy and paste my answer:

I wanted that functionality as well and I figured one way to do it. I recreated Epic’s Multiplayer Tutorial (Link to playlist: Blueprint Multiplayer: Project Overview | 01 | v4.11 Tutorial Series | Unreal Engine - YouTube which I will not explain in detail) and added my modified HMDLocomotionPawn to it. Inside of my Lobby I have the “Lobby Game Mode”(LobbyGM) and the “Lobby Player Controller”(LobbyPC).

There is a node called “Enable HMD” which sets a boolean for (de-)activating your HMD. I used that node and just respawned the player with the “Respawn Player” event inside of the LobbyGM. Inside of the “Respawn Player” I just added a branch to decide if I want to respawn as a VR Player or as a non-VR Player. I think it should be possible that you can determine whether you want to start as a VR Player or as a non-VR Player in your lobby or game. But you can also change that in runtime.

This is the first time I did a response on answerhub and hopefully this was useful to you :wink: My workaround at least worked for me and I could respawn as a third-person character or as a FPS character.

Oskar_OneReality mentioned to write “stereo off” in the command line. I didn’t need this line, it worked just fine, but maybe I’m missing something and it’s better to also use this.

For more information about VizualTek’s response, I solved my problem using his answer and quite a bit of customisations.