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Multiplayer with full body tracking movement applies to all players and mannequins (skeletal meshes)

Degineth
Explorer

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 join, then each player controls ALL other players skeletal meshes.

So, for example, I'm player one there are 5 more players around me. When I move, all the other players skeletal meshes move on my screen in tandem.

This is not a replication issue because if we DONT use the live link everything is correctly displayed (for example using tw bone IK).

Basically the plugin/live-link targets all mannequins(skeletal meshes) in the map and not just the one that's being controlled.

Another example to make it clearer: even when playing in single player, offline, if i place 5 actors but im possessing only 1 actor, all 5 actors move in sync instead of just the one im possessing. 

1 ACCEPTED SOLUTION

Accepted Solutions

dario.maciel
Heroic Explorer

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)

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3 REPLIES 3

dario.maciel
Heroic Explorer

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)

Aeromixx
Expert Protege

Are you using Dedicated Servers or p2p? Curious for an issue i'm having where dedicated servers crash when a player join. Only since I switched to MetaXR plugin from OpenXR, even on the movement samples is.

I'm using p2p. Make sure you disable the OpenXR plugin in your project if you're using the MetaXR plugin. Maybe that helps.