Passing a texture generated on client, to the server

I have a texture that is generated on the client machine, using openCV to grab the webcam. I’m trying to pass that texture to the server, then have it replicated to all clients. I’m running into trouble getting the server to grab the clients texture, it is using openCV on its local machine to grab its camera instead of replicating the client texture.

How I have it set up.
ViewerActor is the clients pawn
WebcamBillboard is the actor that gets the camera

viewerActor spawns a billboard on its machine to grab its camera.
that part works.

When I try to replicate the texture value or pass it to the server, I get a blank value.

Creating the camera actor on the client.

Updating the client material and sending the texture to the server.

Updating the server material

What would be the proper structure for setting this up?

-Q

Hi theLordOfTheQ,
I have a similar issue: I’m taking a screenshot of the pc screen, using windows api. It works fine on the client, but on server side I receive a white image. Just want to know if you managed to solve this issue and How.

Thanks in advance!!

Texture Parameter Value is not to share data through the network.
Dynamic Materials use parameters (like texture parameter) inside the current project like a dynamic node in your material.

I am gathering lot of threads to this global post :
“[Multiplayer] Send Texture2D through network”

Hello,

You can use this plugin for multiplayer texture replication.

Unreal Engine

Replicated Texture - UE Marketplace

Built-in Multiplayer Replicated Texture without external network system ( HTTP, website … )

Texture replication is available for Windows, Android, iOS, Oculus, Linux.

Bandwidth usage is optimized, the texture data sent via network are compressed using external image compression library and then uncompressed when received.