Forum Discussion
I believe the class type is Null with MetaXR plugin off. It's "successful" given Linux goes about it's thing. If I remove the node, it works. So no more crash, but this node has a MetaXR class as a default. If I remove it, tracking doesn't work. If I keep it, the Linux server successfully bypasses it but still when accessing that node in the Animation Graph, it's an unknown type and may throw a null/exception error
The "server version" of the player needs to have alternative ways to retrieve that tracking information. Maybe the local version of your player replicates an array containing the bones transforms somewhere and the server version of your player has to get it later, then on your animBlueprint, plug it into a different state machine based on a "is linux' bool.
I'm not sure that's the best way to handle this but is what worked for me when using multiplayer hand tracking.
- Aeromixx2 years agoExpert Protege
I do have a switch for local player and remote player animation states. I successfully replicate but its very laggy, I must optimize it. But nonetheless, I am just trying to get the Dedicated Server to not crash first. It seems if the RetargetAsset from the Meta plugin isn't defined in the LiveLink Pose node in the AnimGraph, tracking stops working, and if it's on, Linux can't read it and causes exception errors. It seems if even if its blocked by a condition, it still causes a failure. Trying to figure a second way, maybe to somehow update the RetargetAsset in runtime or some other trick
- julius198212 months agoHonored Guest
did you get metaxr to work on Linux dedicated server? I'm Having the same issue, I'm pretty shocked there isn't more demand for this (this post is the only thing regarding this issue i have found on google) as Linux is by far a MUST for multiplayer Dedicated servers because of the cost.
how does meta not address this issue