Forum Discussion
Degineth
2 years agoExplorer
Multiplayer with full body tracking movement applies to all players and mannequins (skeletal meshes)
We are developing a multiplayer VR game. We correctly implemented full body tracking using live link and animation blueprint and it works for one player. The problem arises when multiple players jo...
- 2 years ago
try to see the project "shared spaces" from their github fork. that project has a character that only one player can control.
I think there is a node called "get owning actor" that you need to apply to the animation graph so that the animation only applies to the one who possess, or maybe remove some casting to the VR pawn on the animation graph (if there is one). It seems that the animation is being driven by your movement, and not by the local player, the controller, etc. (there is a node called "is it local player" or similar too)
dario.maciel
2 years agoStart Member
try to see the project "shared spaces" from their github fork. that project has a character that only one player can control.
I think there is a node called "get owning actor" that you need to apply to the animation graph so that the animation only applies to the one who possess, or maybe remove some casting to the VR pawn on the animation graph (if there is one). It seems that the animation is being driven by your movement, and not by the local player, the controller, etc. (there is a node called "is it local player" or similar too)
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 2 years ago
- 1 year ago
- 3 years ago
- 3 months ago