Please help me set up the Tracking Hands replication!
I have very little experience in creating multiplayer games. I'm pretty much a beginner, so forgive me if I ask the wrong thing! In my game, I want to use hand tracking, not controllers. If I use the "OculusXRHand" component, the bone movement is not replicated. So I created a custom hand and took all the finger rotations from the oculus hand tracking library and animated my hand via blueprint animation. But when multiple players are connected, each sees yourself hand movements which are copied for all other players. To get data about the movement of the bones I use "Get Bone Rotation" there is an input parameter "Controller Index". The default value is 0. Maybe I need to take the index of each player separately? Where do I get the controller index? Or what am I doing wrong? Help!!!831Views0likes0CommentsOculusXRBodyTracking component - It does not work correctly!
Hello, everyone! PLS help me understand! I want to link multiple Oculus 2's over a Lan connection. I add a Body Tracking component to the pawn, but when I connect to the network, all the other pawns I see are just repetitions of my body movements in the other created pawns. And so everyone sees in others only the movement of his body (Player's movements are copied the same). What am I doing wrong? How do I create a Pawn so that each "OculusXRBodyTracking" component works on each Pawn separately? Im work on UE5.1.1847Views1like0Comments