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"

Is Multiplayer VR from the editor possible?


the situation: Person P1 starts the game via VR Preview Mode as CLIENT. Person P2 does the same but as LISTENING SERVER. Both use the same project. The project is NOT PACKAGED and they play from the unreal editor.

The goal: P1 connects to P2 and they see each other moving around in the same map.

The misery: P1 tries the 'Open' command. He/She types 'Open ipOfP2' into the console, but after issuing the command nothing happens. As a result P1 and P2 get confused because the same workflow worked flawlessly when playing via standalone play (aka not VR).

MY QUESTION: Is networked-play/multiplayer from the editor supported while playing in VR preview mode?

I suspect no because I tried 3 different engine versions (4.21, 4.19, 4.11) with the corresponding VR template and nothing worked. If no, is there any way to get VR Multiplayer working without having to package the game?

Best regards, Dajo

Product Version: UE 4.21
more ▼

asked Feb 27 '19 at 09:34 PM in VR

avatar image

1 1 2

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

1 answer: sort voted first

If you need it for just testing before packaging, you could setup an asynchronious system, in which one of the players is non-VR and the other is VR. See previous livestream.

more ▼

answered Feb 28 '19 at 03:49 PM

avatar image

242 5 11 17

avatar image ojaddajo Feb 28 '19 at 04:57 PM

Thank you for your time!

Yes, networking between one person with VR and one person without VR works perfectly. The problem is that we don't want to package the project.

We use a plugin to generate code cities (or in a more broad terminology: code visualization). This plugin relies on functionality provided by the editor. Without this functionality packaging is useless. As it stands, packaging is not a option (this may change depending on if we get multiplayer VR from the editor to work).

I will check out the livestream nevertheless, thank you!

Best regards, Dajo

avatar image BreakMaker Feb 28 '19 at 09:36 PM

You do not have to package for this solution to work. You can leave it in the editor. Note that this is not real networking!

avatar image ojaddajo Feb 28 '19 at 09:47 PM

Thank's again! Yes I understand. Yet this still doesn't solve the core problem, which is that both player need to play in VR. Sorry if I didn't make it clear enough.

avatar image janimationd Apr 17 '19 at 11:12 PM

Do you have a VR setup that allows multiple headsets to be attached to the same computer? How will you get two VR HMDs working at all? I know that at least SteamVR doesn't support this.

avatar image ojaddajo Apr 18 '19 at 07:58 AM

Thank you for your comment! No, we don't have a computer with >=two simultaneous connected VR-headsets. We have two distinct computers and each has a HTC Vive connected to it.

(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