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 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.
