Forum Discussion
Aeromixx
1 year agoExpert Protege
Dedicated Servers Crash with MetaXR Plugin
I am integrating the MetaXR plugin into my game for body tracking. All is well, but now the multiplayer servers always crash. After extensive testing, I decided to just launch the MovementSample as a...
- 1 year ago
You don't need tracking features in your server code (the server version of your player).
The tracking components in your player such as BodyTrackingComponent should only exist on client side.You got two options: Add a Is dedicated server check in your player Construction script and only create those components in runtime if you are NOT a server or Destroy said components if you are indeed server (this last option is generally not the safest).
Your Server won't be wearing a quest headset, thus it doesn't have the tracking info, thats probably why it fails to initialize. You need to handle body transform data replication on your own.
Helder_Vinicius
1 year agoExpert Protege
You don't need tracking features in your server code (the server version of your player).
The tracking components in your player such as BodyTrackingComponent should only exist on client side.You got two options: Add a Is dedicated server check in your player Construction script and only create those components in runtime if you are NOT a server or Destroy said components if you are indeed server (this last option is generally not the safest).
Your Server won't be wearing a quest headset, thus it doesn't have the tracking info, thats probably why it fails to initialize. You need to handle body transform data replication on your own.
Aeromixx
1 year agoExpert Protege
I knew this concept was correct, but wasn't sure how to best apply it. I was messing with C++ and everything. Good grief.
Using the Remote path on a SwitchHasAuthority node before all of the tracking related blueprint nodes on Begin Play and Event Tick fixed this for me. I can confirm the tracking is working in a Dedicated Server session now. WHOOP WHOOP!
Thank you! I was stuck on this for such a ridiculously much longer time than I should have been *facepalm*
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